Deltarune (Chapter 4) script viewer

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gml_Object_obj_dw_churchc_insidetitan_background_Draw_0

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var visible_indices = [];
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var backface_indices = [];
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fall_speed = obj_dw_churchc_insidetitan.fall_speed;
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depth = 0;
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shader_timer += ((delta_time / 1000) * ((fall_speed * 2.5) + 0.1));
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var indent = 0.98;
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shader_set(shd_fountaineffect_alt);
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shader_set_uniform_f(u_iTime, current_time / 250);
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shader_set_uniform_f(u_iFall, shader_timer / 15);
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shader_set_uniform_f(u_iPosOffset, tower_angle / 360, cameray() / 480);
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shader_set_uniform_f(u_iResolution, 1.5, 1.5);
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shader_set_uniform_f(u_uvs, s_uvs[0], s_uvs[1], s_uvs[2] - s_uvs[0], s_uvs[3] - s_uvs[1]);
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var col = 
scr_make_color_hsv
scr_make_color_hsv

function
scr_make_color_hsv(arg0, arg1, arg2)
{ var hue = arg0; if (hue < 0) hue = 256 - (-hue % 256); else hue %= 256; return make_color_hsv(hue, arg1, arg2); }
(current_time / 400, 50, (sin(current_time / 1600) * 10) + 70);
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draw_sprite_ext(bg_fountain1, 0, (camerax() + 320) - 360, (cameray() + 240) - 360, 6, 6, 0, col, 1);
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shader_reset();
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cover.y -= fall_speed * 20;