shader_type canvas_item; uniform float ld = 0.35; uniform float time = 1; void fragment(){ if (COLOR.r > ld && COLOR.g > ld && COLOR.b > ld){ float r = clamp(COLOR.r*sin(TIME*time),-1,1); float g = clamp(COLOR.g*sin(TIME*time),-1,1); float b = clamp(COLOR.b*sin(TIME*time),-1,1); float a = clamp(.1*sin(TIME*time),0,1); COLOR = COLOR+vec4(abs(r),abs(g),abs(b),a); } }