shader_type canvas_item;
render_mode blend_mix;

uniform bool flash;
uniform float flash_strength = 0.4;
uniform vec4 highlight : source_color = vec4(1,1,1,0);


void vertex() {
}

void fragment() {
	vec4 col = texture(TEXTURE, UV);

	vec4 h = highlight;
	if(flash){
		h.a = flash_strength * (sin(TIME * 10.0) + 1.0)/2.0;
	}
	//COLOR.r *= col.r;
	//COLOR.g *= col.g;
	//COLOR.b *= col.b;
	COLOR.rgb = mix(COLOR.rgb, h.rgb, h.a);
	COLOR.a = col.a * COLOR.a;


}