extends Node2D var shadow_colour := Color.BLACK @export var offset := Vector2(0, 0) var shadow_texture: Texture2D = null func _process(_delta: float) -> void: hide() if Settings.file.video.drop_shadows == 0: return show() if is_instance_valid(get_tree().current_scene): if is_instance_valid(get_tree().current_scene.get_viewport().get_camera_2d()): $SubViewportContainer/SubViewport.world_2d = get_tree().current_scene.get_viewport().get_camera_2d().get_world_2d() else: return else: return# $SubViewportContainer.material.set_shader_parameter("shadow_colour", shadow_colour) $SubViewportContainer/SubViewport.size = get_viewport().get_visible_rect().size + Vector2(9, 2) global_position = get_viewport().get_camera_2d().get_screen_center_position() + offset $SubViewportContainer/SubViewport/Camera2D.global_position = get_viewport().get_camera_2d().get_screen_center_position() queue_redraw()