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			111 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
[gd_scene load_steps=5 format=3 uid="uid://d2c5ut4rtjf3p"]
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[ext_resource type="Script" uid="uid://cit6racuc8c60" path="res://Scripts/Parts/DropShadowRendererSmooth.gd" id="1_sh8t5"]
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[sub_resource type="Shader" id="Shader_xx2dm"]
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code = "shader_type canvas_item;
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uniform vec3 shadow_colour: source_color;
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uniform float transparency = 0.0;
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void fragment() {
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	if (COLOR.a >= 0.025)
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	{
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		COLOR = vec4(shadow_colour.r, shadow_colour.g, shadow_colour.b, transparency * COLOR.a);
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	}
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}
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//void light() {
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	// Called for every pixel for every light affecting the CanvasItem.
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	// Uncomment to replace the default light processing function with this one.
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//}
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"
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_o48cx"]
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shader = SubResource("Shader_xx2dm")
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shader_parameter/shadow_colour = Color(0.368102, 0.368102, 0.368102, 1)
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shader_parameter/transparency = 0.25
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[sub_resource type="GDScript" id="GDScript_tdilq"]
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script/source = "# https://github.com/godotengine/godot/issues/77149
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class_name SubViewportContainerBug77149
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extends SubViewportContainer
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@export var stretch_without_bug_77149 : bool
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func _ready() -> void:
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	_on_resized()
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	get_window().size_changed.connect(_on_resized)
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var _dont_recurse : bool
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func _on_resized() -> void:
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	assert(not stretch)
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	if not stretch_without_bug_77149 or _dont_recurse:
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		return
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	var window := get_window()
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	var viewport_size := Vector2(window.size)
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	var reference_size := Vector2(window.content_scale_size)
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	var viewport_scale := viewport_size / reference_size
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	var size_scale := minf(viewport_scale.x, viewport_scale.y)
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	var scaled_size := Vector2i((size * scale * size_scale).round()) / stretch_shrink
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	if Vector2i(size.round()) == scaled_size:
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		return
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	_dont_recurse = true
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	# we need to set the container's size first or it'll get resized by the viewport resize (ugh)
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	scale = Vector2(1.0 / size_scale, 1.0 / size_scale)
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	size = scaled_size
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	for subviewport : SubViewport in find_children(\"*\", \"SubViewport\", false, false):
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		# avoid reallocating textures we don't need to reallocate
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		if subviewport.size != scaled_size:
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			subviewport.size = scaled_size
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	_dont_recurse = false
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"
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[node name="DropShadowRenderer" type="Node"]
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physics_interpolation_mode = 1
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script = ExtResource("1_sh8t5")
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[node name="Point" type="Node2D" parent="."]
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unique_name_in_owner = true
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physics_interpolation_mode = 1
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visibility_layer = 2
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z_index = -45
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position = Vector2(4, 0)
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[node name="Container" type="SubViewportContainer" parent="Point"]
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unique_name_in_owner = true
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physics_interpolation_mode = 1
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visibility_layer = 2
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material = SubResource("ShaderMaterial_o48cx")
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offset_left = -240.0
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offset_top = -135.0
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offset_right = 240.0
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offset_bottom = 135.0
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localize_numeral_system = false
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mouse_filter = 2
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script = SubResource("GDScript_tdilq")
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stretch_without_bug_77149 = true
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metadata/_edit_use_anchors_ = true
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[node name="SubViewport" type="SubViewport" parent="Point/Container"]
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unique_name_in_owner = true
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transparent_bg = true
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handle_input_locally = false
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canvas_item_default_texture_filter = 0
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canvas_cull_mask = 4293918721
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size = Vector2i(480, 270)
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size_2d_override = Vector2i(1440, 810)
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render_target_update_mode = 4
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[node name="Camera" type="Camera2D" parent="Point/Container/SubViewport"]
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unique_name_in_owner = true
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offset = Vector2(-3, -3)
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zoom = Vector2(3, 3)
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process_callback = 0
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