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1
|
var _sw = surface_get_width(application_surface);
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|
2
|
var _sh = surface_get_height(application_surface);
|
|
3
|
if (!surface_exists(surf))
|
|
4
|
surf = surface_create(_sw, _sh);
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|
5
|
surface_set_target(surf);
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|
6
|
draw_clear_alpha(c_black, 0);
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|
7
|
draw_surface(application_surface, 0, 0);
|
|
8
|
surface_reset_target();
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|
9
|
shader_replace_simple_set_hook(shader);
|
|
10
|
shader_set_uniform_f(u_time, time);
|
|
11
|
shader_set_uniform_f(u_aber, aberration);
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|
12
|
var _multiplier = (global.darkzone == 0) ? 0.5 : 1;
|
|
13
|
draw_surface_ext(surf, camerax(), cameray(), _multiplier, _multiplier, 0, c_white, alpha);
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|
14
|
shader_replace_simple_reset_hook();
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