var cam = scr_getcam(); siner++; if ((siner % 2) == 0) bluramt = random_range(baseblur, baseblur * blurstrength); if (!surface_exists(blursurf)) blursurf = surface_create(640, 480); gpu_set_blendenable(false); surface_set_target(blursurf); draw_clear_alpha(c_white, 0); draw_surface_ext(application_surface, 0, 0, 1, 1, 0, c_white, 1); surface_reset_target(); gpu_set_blendenable(true); if (!surface_exists(blursurf2)) blursurf2 = surface_create(640, 480); surface_set_target(blursurf2); draw_clear_alpha(c_black, 0); var hStrength = lerp(0, 0.004166666666666667, bluramt / 5); shader_replace_simple_set_hook(46); var vec = shader_get_uniform(shd_motionblur, "u_blur_vector"); shader_set_uniform_f(vec, hStrength, 0); var qual = shader_get_uniform(shd_motionblur, "u_samples"); shader_set_uniform_f(qual, 12); draw_surface_tiled_ext(blursurf, 0, 0, 1, 1, 16777215, 1); shader_replace_simple_reset_hook(); with (obj_choicer_neo) { if (canchoose == 1) draw_sprite_ext(heartSprite, 0, (hx - cam.x) * 2, (hy - cam.y) * 2, 2, 2, 0, heartCol, 1); } surface_reset_target(); surface_set_target(blursurf); var doblur = lerp_in_expo(0, 1, bluramt / 5); shader_replace_simple_set_hook(52); var u_tex_size = shader_get_uniform(shd_blur_radial, "texture_size"); shader_set_uniform_f(u_tex_size, 320, 240); var u_kernel_size = shader_get_uniform(shd_blur_radial, "blur_radius"); var u_sample_count = shader_get_uniform(shd_blur_radial, "sample_count"); shader_set_uniform_f(u_kernel_size, doblur); shader_set_uniform_f(u_sample_count, sample_count); draw_surface_tiled_ext(blursurf2, 0, 0, 1, 1, 16777215, 1); shader_replace_simple_reset_hook(); surface_reset_target(); draw_surface_ext(blursurf, cam.x, cam.y, 0.5, 0.5, 0, c_white, 1); with (obj_ch5_LW20W_handoff) { with (failwhite) draw_self(); } if (scr_debug()) { }