depth = 20; con = 0; timer = 0; init = 0; siner = 0; u_iTime = shader_get_uniform(shd_steam, "iTime"); u_iPosOffset = shader_get_uniform(shd_steam, "iPosOffset"); u_iTexCoordStretch = shader_get_uniform(shd_steam, "iTexCoordStretch"); u_uvs = shader_get_uniform(shd_steam, "uvs"); s_uvs = sprite_get_uvs(spr_perlin_noise_looping, 0); cloudsurface = surface_create(320, 240); scr_fadein(60); layer_set_visible("DEBUG_ASSETS", 0); if (scr_debug()) { if (keyboard_check(ord("P"))) { } }