#define iChannel0 inputImageTexture
#define texture(a,b) texture2D(a,fract(b))
#define fragColor gl_FragColor
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;

uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;

uniform highp float iTime;

void main() {
    highp vec2 uv = textureCoordinate;

    highp float d = mod(iTime,1.0);

    if (uv.x <= d) {
        gl_FragColor = texture2D(inputImageTexture,textureCoordinate);
    } else {
        gl_FragColor = texture2D(inputImageTexture2,textureCoordinate2);
    }
}