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DungeonShooting / DungeonShooting_Godot / scene / Main.tscn
[gd_scene load_steps=5 format=3 uid="uid://lbe753cb8heb"]

[ext_resource type="Script" path="res://src/game/GameApplication.cs" id="3"]
[ext_resource type="Script" path="res://src/game/camera/GameCamera.cs" id="4_3gsi2"]

[sub_resource type="Shader" id="1"]
code = "shader_type canvas_item;

uniform vec2 offset = vec2(0.0 , 0.0);

void vertex() {
	
	VERTEX += offset;
	
}

"

[sub_resource type="ShaderMaterial" id="2"]
shader = SubResource("1")
shader_parameter/offset = Vector2(0, 0)

[node name="Main" type="Node2D" node_paths=PackedStringArray("SubViewport", "SubViewportContainer", "SceneRoot", "Ui", "GlobalNodeRoot", "UiCanvas")]
script = ExtResource("3")
SubViewport = NodePath("ViewCanvas/SubViewportContainer/SubViewport")
SubViewportContainer = NodePath("ViewCanvas/SubViewportContainer")
SceneRoot = NodePath("ViewCanvas/SubViewportContainer/SubViewport/SceneRoot")
Ui = NodePath("")
GlobalNodeRoot = NodePath("GlobalNodeRoot")
UiCanvas = NodePath("")

[node name="ViewCanvas" type="CanvasLayer" parent="."]
layer = -1
offset = Vector2(-4, -4)
transform = Transform2D(1, 0, 0, 1, -4, -4)

[node name="SubViewportContainer" type="SubViewportContainer" parent="ViewCanvas"]
material = SubResource("2")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = -1438.0
offset_bottom = -808.0
scale = Vector2(4, 4)
stretch = true

[node name="SubViewport" type="SubViewport" parent="ViewCanvas/SubViewportContainer"]
handle_input_locally = false
canvas_item_default_texture_filter = 0
size = Vector2i(482, 272)
render_target_update_mode = 4

[node name="SceneRoot" type="Node2D" parent="ViewCanvas/SubViewportContainer/SubViewport"]

[node name="Camera2D" type="Camera2D" parent="ViewCanvas/SubViewportContainer/SubViewport"]
position = Vector2(253, 219)
process_callback = 0
limit_smoothed = true
editor_draw_drag_margin = true
script = ExtResource("4_3gsi2")

[node name="GlobalNodeRoot" type="Node2D" parent="."]