draw_set_color(c_white); uni_resolution_hoz = shader_get_uniform(shd_gaussian_horizontal, "resolution"); uni_resolution_vert = shader_get_uniform(shd_gaussian_vertical, "resolution"); var_resolution_x = camera_get_view_width(0); var_resolution_y = camera_get_view_height(0); uni_blur_amount_hoz = shader_get_uniform(shd_gaussian_vertical, "blur_amount"); uni_blur_amount_vert = shader_get_uniform(shd_gaussian_horizontal, "blur_amount"); var_blur_amount = 1; shader_enabled = true; final_surface = surface_create(camera_get_view_width(0), camera_get_view_height(0)); surf = surface_create(camera_get_view_width(0), camera_get_view_height(0)); view_set_surface_id(0, surf);