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gml_GlobalScript_pal_swap_init_system

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function pal_swap_init_system() //gml_Script_pal_swap_init_system
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{
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    global.Pal_HTML5 = false
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    if (!global.Pal_HTML5)
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    {
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        global.Pal_Shader = argument[0]
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        global.Pal_Texel_Size[(0 << 0)] = shader_get_uniform(global.Pal_Shader, "u_pixelSize")
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        global.Pal_UVs[(0 << 0)] = shader_get_uniform(global.Pal_Shader, "u_Uvs")
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        global.Pal_Index[(0 << 0)] = shader_get_uniform(global.Pal_Shader, "u_paletteId")
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        global.Pal_Texture[(0 << 0)] = shader_get_sampler_index(global.Pal_Shader, "u_palTexture")
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        global.Pal_Shader_Is_Set = false
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    }
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    else
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    {
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        if (argument_count < 3)
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        {
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            show_message("Must provide pal_swap_init_system() with 2 additional arguments for HTML5 Compatible Sprite and Surface Shaders")
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            game_end()
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        }
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        global.Pal_HTML5 = true
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        global.Pal_HTML5_Sprite = argument[1]
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        global.Pal_HTML5_Surface = argument[2]
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        global.Pal_Texel_Size[(1 << 0)] = shader_get_uniform(global.Pal_HTML5_Sprite, "u_pixelSize")
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        global.Pal_UVs[(1 << 0)] = shader_get_uniform(global.Pal_HTML5_Sprite, "u_Uvs")
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        global.Pal_Index[(1 << 0)] = shader_get_uniform(global.Pal_HTML5_Sprite, "u_paletteId")
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        global.Pal_Texture[(1 << 0)] = shader_get_sampler_index(global.Pal_HTML5_Sprite, "u_palTexture")
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        global.Pal_Texel_Size[(2 << 0)] = shader_get_uniform(global.Pal_HTML5_Surface, "u_pixelSize")
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        global.Pal_UVs[(2 << 0)] = shader_get_uniform(global.Pal_HTML5_Surface, "u_Uvs")
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        global.Pal_Index[(2 << 0)] = shader_get_uniform(global.Pal_HTML5_Surface, "u_paletteId")
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        global.Pal_Texture[(2 << 0)] = shader_get_sampler_index(global.Pal_HTML5_Surface, "u_palTexture")
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    }
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    global.Pal_Layer_Priority = ds_priority_create()
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    global.Pal_Layer_Temp_Priority = ds_priority_create()
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    global.Pal_Layer_Map = ds_map_create()
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}