|
1
|
depth = 5;
|
|
2
|
if (bluramt > 0)
|
|
3
|
{
|
|
4
|
var _finalblur = bluramt * scr_wavescr_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);
|
|
5
|
var blurshader = 16;
|
|
6
|
var u_tex_size = shader_get_uniform(blurshader, "texture_size");
|
|
7
|
var u_blur_radius = shader_get_uniform(blurshader, "blur_radius");
|
|
8
|
if (!surface_exists(blursurf))
|
|
9
|
blursurf = surface_create(640, 480);
|
|
10
|
surface_set_target(blursurf);
|
|
11
|
draw_clear(c_black);
|
|
12
|
draw_surface(application_surface, 0, 0);
|
|
13
|
surface_reset_target();
|
|
14
|
shader_replace_simple_set_hook(blurshader);
|
|
15
|
shader_set_uniform_f(u_tex_size, 640, 480);
|
|
16
|
shader_set_uniform_f(u_blur_radius, floor(_finalblur));
|
|
17
|
var _xx = scr_wavescr_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);
|
|
18
|
var _yy = scr_wavescr_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);
|
|
19
|
draw_surface_ext(blursurf, camerax() + _xx, cameray() + _yy, 1, 1, 0, c_white, 0.75);
|
|
20
|
draw_surface_ext(blursurf, camerax() - (_xx * 2), cameray() - (_yy * 2), 1, 1, 0, c_white, 0.15);
|
|
21
|
shader_replace_simple_reset_hook();
|
|
22
|
}
|