time_percent = 0; duration = 2; u_distort_pos = shader_get_uniform(shd_distortiondonut, "distort_pos"); u_time = shader_get_uniform(shd_distortiondonut, "time"); u_donut = shader_get_uniform(shd_distortiondonut, "donut"); surf_distort = -1; surf_capture = -1; time_started = get_timer(); ring_update = function(arg0) { ring_start = lerp(1, 900, arg0); ring_width = lerp(50, 300, arg0); ring_strength = lerp(1, 0, arg0); }; ring_update(0); depth = -9999; alpha = 1;