shader_type canvas_item;

uniform float flash_value : hint_range(0.0, 1.0) = 0.0;

void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
    vec4 original_color = COLOR;
    vec4 flash_color = vec4(1.0, 1.0, 1.0, 1.0); // White color
    COLOR = mix(original_color, flash_color, flash_value);
}

//void light() {
//	// Called for every pixel for every light affecting the CanvasItem.
//	// Uncomment to replace the default light processing function with this one.
//}
