Deltarune (Chapter 5) script viewer

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gml_Object_obj_ch5_DW30_Draw_0

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depth = 5;
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if (bluramt > 0)
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{
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    var _finalblur = bluramt * 
scr_wave
scr_wave

function
scr_wave(arg0, arg1, arg2, arg3)
{ var a4 = (arg1 - arg0) * 0.5; return arg0 + a4 + (sin((((current_time * 0.001) + (arg2 * arg3)) / arg2) * (2 * pi)) * a4); }
(0.8, 1.5, 1, 0);
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    var blurshader = 16;
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    var u_tex_size = shader_get_uniform(blurshader, "texture_size");
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    var u_blur_radius = shader_get_uniform(blurshader, "blur_radius");
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    if (!surface_exists(blursurf))
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        blursurf = surface_create(640, 480);
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    surface_set_target(blursurf);
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    draw_clear(c_black);
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    draw_surface(application_surface, 0, 0);
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    surface_reset_target();
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    shader_replace_simple_set_hook(blurshader);
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    shader_set_uniform_f(u_tex_size, 640, 480);
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    shader_set_uniform_f(u_blur_radius, floor(_finalblur));
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    var _xx = 
scr_wave
scr_wave

function
scr_wave(arg0, arg1, arg2, arg3)
{ var a4 = (arg1 - arg0) * 0.5; return arg0 + a4 + (sin((((current_time * 0.001) + (arg2 * arg3)) / arg2) * (2 * pi)) * a4); }
(-3, 3, 3, 0);
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    var _yy = 
scr_wave
scr_wave

function
scr_wave(arg0, arg1, arg2, arg3)
{ var a4 = (arg1 - arg0) * 0.5; return arg0 + a4 + (sin((((current_time * 0.001) + (arg2 * arg3)) / arg2) * (2 * pi)) * a4); }
(4, -4, 5, 0);
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    draw_surface_ext(blursurf, camerax() + _xx, cameray() + _yy, 1, 1, 0, c_white, 0.75);
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    draw_surface_ext(blursurf, camerax() - (_xx * 2), cameray() - (_yy * 2), 1, 1, 0, c_white, 0.15);
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    shader_replace_simple_reset_hook();
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}