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.gitignore
vendored
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.gitignore
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.editorconfig
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.godot/
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icon.svg
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icon.svg
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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After Width: | Height: | Size: 995 B |
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icon.svg.import
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icon.svg.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://c0jfaeimwl58i"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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24
project.godot
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project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="simple starfield"
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config/features=PackedStringArray("4.5", "Forward Plus")
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config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=1270
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window/size/viewport_height=720
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[dotnet]
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project/assembly_name="simple starfield"
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src/starfield_texture.gdshader
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src/starfield_texture.gdshader
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shader_type canvas_item;
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uniform vec2 resolution = vec2(1270, 720);
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uniform sampler2D noise_texture: filter_nearest, repeat_enable;
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uniform float density: hint_range(1.0, 100.0, 0.1) = 20.0;
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uniform float speed_x: hint_range(-100.0, 100, 0.1) = 0.005;
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uniform float speed_y: hint_range(-100.0, 100, 0.1) = 0.0;
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uniform float layers: hint_range(1, 10, 1) = 5;
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uniform float color_1: hint_range(0.1, 1, 0.1) = 0;
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uniform float color_2: hint_range(0.1, 1, 0.1) = 0;
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uniform float color_3: hint_range(0.1, 1, 0.1) = 0;
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uniform float color_4: hint_range(0.1, 1, 0.1) = 0;
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float rand(vec2 uv) {
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return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
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}
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void fragment() {
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vec2 uv = UV;
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uv.x *= resolution.x / resolution.y;
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vec2 speed = TIME * vec2(speed_x, speed_y);
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float stars = 0.0;
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for(float i = 0.0; i < layers; i++){
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float shift = i * 0.3;
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float brightness = 1.0 - i * 0.2;
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stars += step(0.2, pow(texture(noise_texture, uv + shift + speed * (1.0 - i * 0.1)).r, density)) * brightness;
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COLOR = vec4(vec3(stars), 1);
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}
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}
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1
src/starfield_texture.gdshader.uid
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src/starfield_texture.gdshader.uid
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uid://bm2uwshby7iak
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src/starfield_texture.tscn
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src/starfield_texture.tscn
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[gd_scene load_steps=9 format=3 uid="uid://bcvjq6tdfp34q"]
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[ext_resource type="Shader" uid="uid://bm2uwshby7iak" path="res://src/starfield_texture.gdshader" id="1_40a2p"]
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[sub_resource type="Shader" id="Shader_40a2p"]
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code = "shader_type canvas_item;
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uniform vec2 resolution = vec2(1270, 720);
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uniform sampler2D noise_texture: filter_nearest, repeat_enable;
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uniform float density: hint_range(1.0, 100.0, 0.1) = 20.0;
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uniform float speed_x: hint_range(-100.0, 100, 0.1) = 0.005;
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uniform float speed_y: hint_range(-100.0, 100, 0.1) = 0.0;
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uniform float layers: hint_range(1, 10, 1) = 5;
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uniform float color_1: hint_range(0.1, 1, 0.1) = 0;
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uniform float color_2: hint_range(0.1, 1, 0.1) = 0;
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uniform float color_3: hint_range(0.1, 1, 0.1) = 0;
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uniform float color_4: hint_range(0.1, 1, 0.1) = 0;
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float rand(vec2 uv) {
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return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
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}
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void fragment() {
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vec2 uv = UV;
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uv.x *= resolution.x / resolution.y;
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vec2 speed = TIME * vec2(speed_x, speed_y);
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float stars = 0.0;
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for(float i = 0.0; i < layers; i++){
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float shift = i * 0.3;
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float brightness = 1.0 - i * 0.2;
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stars += step(0.2, pow(texture(noise_texture, uv + shift + speed * (1.0 - i * 0.1)).r, density)) * brightness;
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COLOR = vec4(vec3(stars), 1);
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}
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}
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"
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_0fi7r"]
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frequency = 1.0
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_tg06b"]
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noise = SubResource("FastNoiseLite_0fi7r")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_tg06b"]
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shader = SubResource("Shader_40a2p")
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shader_parameter/resolution = Vector2(1270, 720)
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_tg06b")
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shader_parameter/density = 20.0
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shader_parameter/speed_x = 0.005
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shader_parameter/speed_y = 0.0
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shader_parameter/layers = 5.0
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shader_parameter/color_1 = 0.0
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shader_parameter/color_2 = 0.0
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shader_parameter/color_3 = 0.0
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shader_parameter/color_4 = 0.0
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_40a2p"]
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_0fi7r"]
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noise = SubResource("FastNoiseLite_40a2p")
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seamless = true
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_0fi7r"]
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shader = ExtResource("1_40a2p")
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shader_parameter/resolution = Vector2(1270, 720)
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_0fi7r")
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shader_parameter/density = 54.10000079125372
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shader_parameter/speed_x = 0.005
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shader_parameter/speed_y = 0.0
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shader_parameter/layers = 5.0
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shader_parameter/color_1 = 0.0
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shader_parameter/color_2 = 0.0
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shader_parameter/color_3 = 0.0
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shader_parameter/color_4 = 0.0
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[node name="Control" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="ColorRect" type="ColorRect" parent="."]
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material = SubResource("ShaderMaterial_tg06b")
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layout_mode = 0
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offset_right = 1270.0
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offset_bottom = 720.0
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color = Color(0, 0, 0, 1)
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[node name="TextureRect" type="TextureRect" parent="."]
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visible = false
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material = SubResource("ShaderMaterial_0fi7r")
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layout_mode = 0
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offset_right = 40.0
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offset_bottom = 40.0
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