precision highp float;
varying vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
    //gl_FragColor = vec4(inputTextureCoordinate.xy, vec2(0.0, 1.0));

    //vec4 color = vec4(textureCoordinate.x*8.0+0.5, textureCoordinate.y*8.0+0.5, 0.5, 1.0);
    //gl_FragColor = color;

    //gl_FragColor = vec4(textureCoordinate, textureCoordinate.x, 1.0);

    gl_FragColor = texture2D(inputImageTexture, textureCoordinate);
}