depth = 5; if (bluramt > 0) { var _finalblur = bluramt * scr_wave(0.8, 1.5, 1, 0); var blurshader = 16; var u_tex_size = shader_get_uniform(blurshader, "texture_size"); var u_blur_radius = shader_get_uniform(blurshader, "blur_radius"); if (!surface_exists(blursurf)) blursurf = surface_create(640, 480); surface_set_target(blursurf); draw_clear(c_black); draw_surface(application_surface, 0, 0); surface_reset_target(); shader_replace_simple_set_hook(blurshader); shader_set_uniform_f(u_tex_size, 640, 480); shader_set_uniform_f(u_blur_radius, floor(_finalblur)); var _xx = scr_wave(-3, 3, 3, 0); var _yy = scr_wave(4, -4, 5, 0); draw_surface_ext(blursurf, camerax() + _xx, cameray() + _yy, 1, 1, 0, c_white, 0.75); draw_surface_ext(blursurf, camerax() - (_xx * 2), cameray() - (_yy * 2), 1, 1, 0, c_white, 0.15); shader_replace_simple_reset_hook(); }