if (!_enabled) exit; shader_replace_simple_set_hook(shader); var _sw = surface_get_width(application_surface); var _sh = surface_get_height(application_surface); shader_set_uniform_f(u_radius, blurradius); shader_set_uniform_f(u_angle, spinspeed); shader_set_uniform_f(u_time, time); if (!surface_exists(blursurf)) blursurf = surface_create(320, 240); gpu_set_blendenable(false); surface_set_target(blursurf); draw_clear_alpha(c_black, 0); draw_surface_ext(application_surface, 0, 0, 320 / _sw, 240 / _sh, 0, c_white, 1); surface_reset_target(); shader_replace_simple_reset_hook(); gpu_set_blendenable(true); var _multiplier = (global.darkzone == 0) ? 0.5 : 1; draw_surface_ext(blursurf, camerax(), cameray(), (_multiplier * _sw) / 320, (_multiplier * _sh) / 240, 0, c_white, 1);