#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;

     uv.x += iTime * 0.5;

     fragColor = texture(iChannel0, uv);
 }
