|
1
|
draw_set_color(c_white);
|
|
2
|
uni_resolution_hoz = shader_get_uniform(shd_gaussian_horizontal, "resolution");
|
|
3
|
uni_resolution_vert = shader_get_uniform(shd_gaussian_vertical, "resolution");
|
|
4
|
var_resolution_x = camera_get_view_width(0);
|
|
5
|
var_resolution_y = camera_get_view_height(0);
|
|
6
|
uni_blur_amount_hoz = shader_get_uniform(shd_gaussian_vertical, "blur_amount");
|
|
7
|
uni_blur_amount_vert = shader_get_uniform(shd_gaussian_horizontal, "blur_amount");
|
|
8
|
var_blur_amount = 1;
|
|
9
|
shader_enabled = true;
|
|
10
|
final_surface = surface_create(camera_get_view_width(0), camera_get_view_height(0));
|
|
11
|
surf = surface_create(camera_get_view_width(0), camera_get_view_height(0));
|
|
12
|
view_set_surface_id(0, surf);
|