diff --git a/qml/cool-old-term/ShaderSettings.qml b/qml/cool-old-term/ShaderSettings.qml
index 7aa18fa..25c0b78 100644
--- a/qml/cool-old-term/ShaderSettings.qml
+++ b/qml/cool-old-term/ShaderSettings.qml
@@ -4,8 +4,9 @@ Item{
     property real ambient_light: 0.2
 
     property color background_color: "#000000"
-    property color font_color: "#77ff77"
+    property color font_color: "#ffff77"
 
+    property real brightness_flickering: 0.4
     property real noise_strength: 0.1
     property real screen_distortion: 0.20
     property real glowing_line_strength: 0.4
diff --git a/qml/cool-old-term/main.qml b/qml/cool-old-term/main.qml
index 2faed3d..034c98c 100644
--- a/qml/cool-old-term/main.qml
+++ b/qml/cool-old-term/main.qml
@@ -84,6 +84,13 @@ ApplicationWindow{
         property real glowing_line_strength: shadersettings.glowing_line_strength
         property real brightness: 1.0
 
+        NumberAnimation on brightness{
+            to: 1.0
+            duration: 300
+            onStopped: {to = 1 - Math.random() * shadersettings.brightness_flickering; start();}
+            running: true
+        }
+
         property real deltay: 1.0 / terminal.height
         property real deltax: 1.0 / terminal.width
         //property real faulty_screen_prob: shadersettings.faulty_screen_prob
@@ -109,6 +116,7 @@ ApplicationWindow{
                         uniform highp float noise_strength;
                         uniform highp float screen_distorsion;
                         uniform highp float glowing_line_strength;
+                        uniform highp float brightness;
 
                         uniform highp float deltax;
                         uniform highp float deltay;
@@ -157,7 +165,7 @@ ApplicationWindow{
                             //coords.x = coords.x + sin(coords.y * 5.0) * 0.05 * step(faulty_screen_prob, rand(txt_Size, floor(time)));
 
                             //vec4 color = texture2D(source, coords);
-                            vec4 color = blurredColor(source, coords);
+                            vec4 color = blurredColor(source, coords) * brightness;
                             float scanline_alpha = getScanlineIntensity(coords);
                             float inside = step(0.0, coords.x) * step(-1.0, -coords.x) * step(0.0, coords.y) * step(-1.0, -coords.y);
                             float noise = stepNoise(coords) * noise_strength;