shader_type canvas_item;

void fragment(){
	vec4 pixelColor = texture(TEXTURE, UV);
	if (pixelColor.a > 0.1)
	{
	vec3 shineColor = vec3(1.,1.,1.) * max(cos(TIME*8.),0.);
	COLOR = pixelColor + vec4(shineColor, 1.);
	}
	else{
		COLOR = pixelColor
		}
}