// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D.

shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, unshaded;

uniform vec4 albedo : source_color;
uniform float opacityModulationStrength : hint_range(0,1) = 0.2;
uniform float opacityModulationDuration : hint_range(0,10) = 1;
varying vec4 appliedColor;

void vertex()
{
  float sinTime = sin( mod( TIME, opacityModulationDuration ) / opacityModulationDuration * PI * 2.0 ) / 2.0;
  float alpha = 1.0 - opacityModulationStrength * 0.5 + sinTime * opacityModulationStrength;

  appliedColor = albedo ;
  appliedColor.a *= alpha;
}

void fragment()
{
	ALBEDO = appliedColor.rgb;
	ALPHA *= appliedColor.a;
}
