shader_type canvas_item; render_mode unshaded; uniform vec4 FLASH_COLOR : source_color = vec4(1,0.709803921,0.43921568,0.5); uniform vec4 HIGHLIGHT_COLOR : source_color = vec4(1,0.709803921,0.43921568,0.5); uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; uniform float blend : hint_range(0,1,0.01); uniform bool selected = false; void fragment() { vec4 text = textureLod(screen_texture, SCREEN_UV, 0.0); if (text.a > 0.0001) { text.rgb /= text.a; } if (selected) { COLOR = vec4(mix(text.rgb,HIGHLIGHT_COLOR.rgb,HIGHLIGHT_COLOR.a),text.a); } COLOR = vec4(mix(text.rgb,FLASH_COLOR.rgb,FLASH_COLOR.a*blend),text.a); }