#version 300 es
precision mediump float;

uniform vec2 u_display_size;
uniform float u_repeat_amount;
uniform vec3 u_mapped_color;

in vec2 v_uv;  // From vertex shader
out vec4 fragColor;

void main() {
    vec2 uv = v_uv * u_repeat_amount;

    fragColor = vec4(u_mapped_color, 1.0);
}
