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										 |  |  | // NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D. | 
					
						
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							|  |  |  | shader_type spatial; | 
					
						
							|  |  |  | render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, unshaded; | 
					
						
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							|  |  |  | 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; | 
					
						
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										 |  |  | void vertex() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   float sinTime = sin( mod( TIME, opacityModulationDuration ) / opacityModulationDuration * PI * 2.0 ) / 2.0; | 
					
						
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										 |  |  |   float alpha = 1.0 - opacityModulationStrength * 0.5 + sinTime * opacityModulationStrength; | 
					
						
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										 |  |  |   appliedColor = albedo ; | 
					
						
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										 |  |  |   appliedColor.a *= alpha; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void fragment() | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	ALBEDO = appliedColor.rgb; | 
					
						
							|  |  |  | 	ALPHA *= appliedColor.a; | 
					
						
							|  |  |  | } |