#define iChannel0 inputImageTexture
#define texture(a,b) texture2D(a,fract(b))

precision highp float;

varying highp vec2 textureCoordinate;

uniform sampler2D inputImageTexture;
 
uniform float iTime;
 
 void main()
{
    vec2 uv = textureCoordinate;
    vec2 pv = vec2(uv.x, uv.y);
    if(uv.x < 0.086){
        pv.x += 0.914;
    } else if(uv.x >= 0.086 && uv.x < 0.914) {

	} else if(uv.x >= 0.914){
        pv.x -= 0.914;
    }
    
    gl_FragColor = texture(iChannel0,pv);
}