diff --git a/Resources/Textures/Shaders/flashed_effect.swsl b/Resources/Textures/Shaders/flashed_effect.swsl index ec486ab5313..67dc67b185e 100644 --- a/Resources/Textures/Shaders/flashed_effect.swsl +++ b/Resources/Textures/Shaders/flashed_effect.swsl @@ -12,7 +12,7 @@ void fragment() { highp vec4 textureMix = mix(tex1, tex2, 0.5); // Gradually mixes between the texture mix and a full-white texture, causing the "blinding" effect - highp vec4 mixed = mix(vec4(0.0, 0.0, 0.0, 1.0), textureMix, percentComplete); + highp vec4 mixed = mix(vec4(1.0, 1.0, 1.0, 1.0), textureMix, percentComplete); COLOR = vec4(mixed.rgb, remaining); }