|
1
|
surface_set_target(final_surface);
|
|
2
|
draw_clear_alpha(c_white, 1);
|
|
3
|
shader_set(shd_gaussian_horizontal);
|
|
4
|
shader_set_uniform_f(uni_resolution_hoz, var_resolution_x, var_resolution_y);
|
|
5
|
shader_set_uniform_f(uni_blur_amount_hoz, var_blur_amount);
|
|
6
|
draw_surface(surf, 0, 0);
|
|
7
|
shader_reset();
|
|
8
|
surface_reset_target();
|
|
9
|
if (shader_enabled)
|
|
10
|
shader_set(shd_gaussian_vertical);
|
|
11
|
shader_set_uniform_f(uni_resolution_vert, var_resolution_x, var_resolution_y);
|
|
12
|
shader_set_uniform_f(uni_blur_amount_vert, var_blur_amount);
|
|
13
|
draw_surface(final_surface, 0, 0);
|
|
14
|
shader_reset();
|
|
15
|
draw_text(0, 0, string_hash_to_newline("Real FPS: " + string(fps_real)));
|
|
16
|
draw_text(0, 12, string_hash_to_newline("Blur amount(Q & A to adjust): " + string(var_blur_amount)));
|