#version 410 core out vec4 FragColor; in vec4 color; in vec2 fragCoord; in vec2 texCoord; uniform sampler2D texture1; uniform float time; void main(){ vec4 flash; flash = sin(flash + time * 15); flash = mix(flash, color, 0.5f); flash.a = 1f; vec4 tex = texture(texture1, texCoord); if (tex.a == 0.0 || (flash.x+ flash.y + flash.z)/3 <= (tex.x+ tex.y + tex.z)/3){ FragColor = tex; } else{ FragColor = mix(tex, flash, 0.3f); } }