uniform highp float DAMAGE_AMOUNT; void fragment() { // Higher exponent -> stronger blinding effect // Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect highp vec4 mixed = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), DAMAGE_AMOUNT); COLOR = vec4(mixed.rgb, DAMAGE_AMOUNT); }