precision highp float;

uniform vec3 u_color;

// Varying from vertex shader
varying vec2 v_uv;
varying float v_velocity_magnitude;

void main() {
    vec3 color = u_color;

    // if (u_colorByVelocity) {
    //     // Color based on velocity intensity
    //     // Low velocity = dim, high velocity = bright
    //     float intensity = clamp(v_velocity_magnitude * 8.0, 0.0, 1.0);

    //     // Gradient from dark blue/grey to bright cyan/white
    //     vec3 lowColor = vec3(0.2, 0.2, 0.3);
    //     vec3 highColor = vec3(0.4, 0.8, 1.0);

    //     color = mix(lowColor, highColor, intensity);
    // }

    gl_FragColor = vec4(color, 1.0);
}
