draw_sprite_ext(spr_dw_interstitial_doors, image_index, x, y, 2, 2, 0, c_white, 1); if (!is_active) exit; scr_draw_set_mask(true); draw_sprite_ext(spr_dw_interstitial_doors_sign_bg, 0, x + 20, y + 28, 2, 2, 0, c_white, 1); scr_draw_in_mask_begin(); var shadcolor = #060B3C; var shadalph = 0.65; var shadoff = 2; custom_text_timer++; var coltime = 15; var _col = merge_color(c_white, c_yellow, abs(sin(custom_text_timer / coltime))); var _col2 = merge_color(c_yellow, c_white, abs(sin((custom_text_timer + (coltime / 2)) / coltime))); ossafe_fill_rectangle_color(x, y + 20, x + 170, y + 60, _col2, _col2, _col, _col, false); scr_draw_in_mask_end(); draw_sprite_ext(spr_dw_interstitial_doors_sign_outline, 0, x + 32, y + 22, 2, 2, 0, c_white, 1); shader_set(shd_rainbow); _uniUV = shader_get_uniform(shd_rainbow, "u_uv"); _uniTime = shader_get_uniform(shd_rainbow, "u_time"); _uniSpeed = shader_get_uniform(shd_rainbow, "u_speed"); _time -= bonus_color_speed; var uv = sprite_get_uvs(spr_dw_interstitial_doors_sign, 0); shader_set_uniform_f(_uniUV, uv[0], uv[2]); shader_set_uniform_f(_uniSpeed, _speed); shader_set_uniform_f(_uniTime, _time); draw_sprite_ext(spr_dw_interstitial_doors_sign, 0, x + 34, y + 24, 2, 2, 0, c_white, 1); shader_reset();