|
1
|
if (!surface_exists(cloudsurface))
|
|
2
|
cloudsurface = surface_create(320, 240);
|
|
3
|
shader_set(shd_steam);
|
|
4
|
shader_set_uniform_f(u_iTime, current_time / 40);
|
|
5
|
shader_set_uniform_f(u_iPosOffset, (2 * obj_rotating_tower_controller_new.tower_angle) / 360, cameray() / -480);
|
|
6
|
shader_set_uniform_f(u_iTexCoordStretch, 1.25, 0.9375);
|
|
7
|
shader_set_uniform_f(u_uvs, s_uvs[0], s_uvs[1], s_uvs[2] - s_uvs[0], s_uvs[3] - s_uvs[1]);
|
|
8
|
surface_set_target(cloudsurface);
|
|
9
|
draw_clear_alpha(c_black, 0);
|
|
10
|
draw_sprite_ext(spr_perlin_noise_looping, 0, 0, 0, 1.25, 0.9375, 0, c_black, 0.75);
|
|
11
|
shader_reset();
|
|
12
|
surface_reset_target();
|