#define iChannel0 inputImageTexture
#define texture(a,b) texture2D(a,fract(b))
#define fragColor gl_FragColor
precision highp float;
varying highp vec2 textureCoordinate;
 uniform sampler2D inputImageTexture;
 uniform highp float iTime;
 

void main()
{
    
    vec2 uv = textureCoordinate;

	float x = (iTime-1.0)/3.0;
	if(x<0.5){
		if(uv.x>x+0.5){
			uv.x = x+0.5;
		}
	}else{
		if(uv.x<x-0.5){
			uv.x = x-0.5;
		}
	}
	
	
	fragColor = texture(iChannel0,uv);
    
}