if (!surface_exists(ballsurface)) ballsurface = surface_create(640, 640); surface_set_target(ballsurface); draw_clear_alpha(c_black, 0); var cx = camerax(); var cy = cameray(); part_system_drawit(bs); surface_reset_target(); shader_set(shd_outline); shader_set_uniform_f(outlineColor, 1, 1, 1, 1); shader_set_uniform_f(outlineW, 0.0015625, 0.0015625); draw_surface(ballsurface, cx, y - 500); shader_reset(); part_system_drawit(ps);