#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);
    float divisionY1= 0.1;
    float divisionY2= 0.84;
    float areaMiddle = 0.74;
    if(uv.y < divisionY1){
        pv.y += 0.8;
    } else if(uv.y > divisionY2) {
        pv.y = divisionY1 + (pv.y - divisionY2);
    }
    gl_FragColor = texture2D(inputImageTexture, pv);
}