surface_set_target(final_surface); draw_clear_alpha(c_white, 1); shader_set(shd_gaussian_horizontal); shader_set_uniform_f(uni_resolution_hoz, var_resolution_x, var_resolution_y); shader_set_uniform_f(uni_blur_amount_hoz, var_blur_amount); draw_surface(surf, 0, 0); shader_reset(); surface_reset_target(); if (shader_enabled) shader_set(shd_gaussian_vertical); shader_set_uniform_f(uni_resolution_vert, var_resolution_x, var_resolution_y); shader_set_uniform_f(uni_blur_amount_vert, var_blur_amount); draw_surface(final_surface, 0, 0); shader_reset(); draw_text(0, 0, string_hash_to_newline("Real FPS: " + string(fps_real))); draw_text(0, 12, string_hash_to_newline("Blur amount(Q & A to adjust): " + string(var_blur_amount)));