precision highp float;

varying highp vec2 textureCoordinate;

uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;

void main()
{
    vec2 uv = vec2(textureCoordinate.xy);
    uv *= 1.4;
    float divisionX = 0.7;
    float divisionY = 0.5;
	if(textureCoordinate.x < divisionX && textureCoordinate.y > divisionY) {
	    uv.y -= divisionY;
	    gl_FragColor = texture2D(inputImageTexture, uv);
	} else if(textureCoordinate.x > divisionX && textureCoordinate.y < divisionY) {
	    uv.x -= divisionX;
		gl_FragColor = texture2D(inputImageTexture, uv);
	} else if(textureCoordinate.x > divisionX && textureCoordinate.y > divisionY) {
        uv.x -= divisionX;
        uv.y -= divisionY;
        gl_FragColor = texture2D(inputImageTexture2, uv);
    } else {
	    gl_FragColor = texture2D(inputImageTexture2, uv);
	}
}