if (targetLayer != "self") layer = layer_get_id(targetLayer); if (myShader == 24) { textureSprite1 = 2081; sampler1 = shader_get_sampler_index(myShader, "sampler_1"); textureSprite2 = 4679; sampler2 = shader_get_sampler_index(myShader, "sampler_2"); uniformTime = shader_get_uniform(myShader, "time"); uniformOpacity = shader_get_uniform(myShader, "opacity"); uniformCol = shader_get_uniform(myShader, "col"); startFunc = function() { if (event_type == ev_draw && event_number == 0) { var _tex1 = sprite_get_texture(IMAGE_DEPTH_EXTEND_MONO_SEAMLESS_POW2, 0); var _tex2 = sprite_get_texture(textureSprite2, 0); shader_set(myShader); shader_set_uniform_f(uniformTime, (get_timer() / 1000000) * 15); shader_set_uniform_f(uniformOpacity, opacity); shader_set_uniform_f(uniformCol, colour[0], colour[1], colour[2]); texture_set_stage(sampler1, _tex1); texture_set_stage(sampler2, _tex2); } }; } endFunc = function() { shader_reset(); }; layer_script_begin(layer, startFunc); layer_script_end(layer, endFunc); instance_destroy();