precision highp float;
uniform sampler2D inputImageTexture;
varying highp vec2 textureCoordinate;
uniform highp sampler2D inputImageTexture2;
void main() {
    //gl_FragColor = vec4(textureCoordinate, 0.5, 1.0);

    //vec4 color = texture2D(inputImageTexture2, textureCoordinate);
    //color.x = (color.x-0.5)*8.0+0.5;
    //color.y = (color.y-0.5)*8.0+0.5;
    //gl_FragColor = color;

    gl_FragColor = texture2D(inputImageTexture, textureCoordinate);

}