function pal_swap_init_system() //gml_Script_pal_swap_init_system { global.Pal_HTML5 = false if (!global.Pal_HTML5) { global.Pal_Shader = argument[0] global.Pal_Texel_Size[(0 << 0)] = shader_get_uniform(global.Pal_Shader, "u_pixelSize") global.Pal_UVs[(0 << 0)] = shader_get_uniform(global.Pal_Shader, "u_Uvs") global.Pal_Index[(0 << 0)] = shader_get_uniform(global.Pal_Shader, "u_paletteId") global.Pal_Texture[(0 << 0)] = shader_get_sampler_index(global.Pal_Shader, "u_palTexture") global.Pal_Shader_Is_Set = false } else { if (argument_count < 3) { show_message("Must provide pal_swap_init_system() with 2 additional arguments for HTML5 Compatible Sprite and Surface Shaders") game_end() } global.Pal_HTML5 = true global.Pal_HTML5_Sprite = argument[1] global.Pal_HTML5_Surface = argument[2] global.Pal_Texel_Size[(1 << 0)] = shader_get_uniform(global.Pal_HTML5_Sprite, "u_pixelSize") global.Pal_UVs[(1 << 0)] = shader_get_uniform(global.Pal_HTML5_Sprite, "u_Uvs") global.Pal_Index[(1 << 0)] = shader_get_uniform(global.Pal_HTML5_Sprite, "u_paletteId") global.Pal_Texture[(1 << 0)] = shader_get_sampler_index(global.Pal_HTML5_Sprite, "u_palTexture") global.Pal_Texel_Size[(2 << 0)] = shader_get_uniform(global.Pal_HTML5_Surface, "u_pixelSize") global.Pal_UVs[(2 << 0)] = shader_get_uniform(global.Pal_HTML5_Surface, "u_Uvs") global.Pal_Index[(2 << 0)] = shader_get_uniform(global.Pal_HTML5_Surface, "u_paletteId") global.Pal_Texture[(2 << 0)] = shader_get_sampler_index(global.Pal_HTML5_Surface, "u_palTexture") } global.Pal_Layer_Priority = ds_priority_create() global.Pal_Layer_Temp_Priority = ds_priority_create() global.Pal_Layer_Map = ds_map_create() }