var _sw = surface_get_width(application_surface); var _sh = surface_get_height(application_surface); if (!surface_exists(surf)) surf = surface_create(_sw, _sh); surface_set_target(surf); draw_clear_alpha(c_black, 0); draw_surface(application_surface, 0, 0); surface_reset_target(); shader_replace_simple_set_hook(shader); shader_set_uniform_f(u_time, time); shader_set_uniform_f(u_aber, aberration); var _multiplier = (global.darkzone == 0) ? 0.5 : 1; draw_surface_ext(surf, camerax(), cameray(), _multiplier, _multiplier, 0, c_white, alpha); shader_replace_simple_reset_hook();