|
1
|
if (!_enabled)
|
|
2
|
exit;
|
|
3
|
shader_replace_simple_set_hook(shader);
|
|
4
|
var _sw = surface_get_width(application_surface);
|
|
5
|
var _sh = surface_get_height(application_surface);
|
|
6
|
shader_set_uniform_f(u_radius, blurradius);
|
|
7
|
shader_set_uniform_f(u_angle, spinspeed);
|
|
8
|
shader_set_uniform_f(u_time, time);
|
|
9
|
if (!surface_exists(blursurf))
|
|
10
|
blursurf = surface_create(320, 240);
|
|
11
|
gpu_set_blendenable(false);
|
|
12
|
surface_set_target(blursurf);
|
|
13
|
draw_clear_alpha(c_black, 0);
|
|
14
|
draw_surface_ext(application_surface, 0, 0, 320 / _sw, 240 / _sh, 0, c_white, 1);
|
|
15
|
surface_reset_target();
|
|
16
|
shader_replace_simple_reset_hook();
|
|
17
|
gpu_set_blendenable(true);
|
|
18
|
var _multiplier = (global.darkzone == 0) ? 0.5 : 1;
|
|
19
|
draw_surface_ext(blursurf, camerax(), cameray(), (_multiplier * _sw) / 320, (_multiplier * _sh) / 240, 0, c_white, 1);
|