uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_duration; uniform float u_time; uniform float u_time_end; void main() { float tick = (u_time_end - u_time) / u_duration; float blink = smoothstep(1.0, 0.5, tick); vec4 color = vec4(blink, blink, blink, 1.0); gl_FragColor = gl_Color * color; }