1 | if (!surface_exists(pixelate_surf)) |
2 | pixelate_surf = surface_create(640, 480) |
3 | surface_set_target(pixelate_surf) |
4 | shader_set(shader) |
5 | shader_set_uniform_f(u_time, (current_time / 10000)) |
6 | shader_set_uniform_f_array(u_uvs, sh_uvs) |
7 | texture_set_stage(u_texture, texture) |
8 | draw_sprite(sprite_index, 0, 0, 0) |
9 | shader_reset() |
10 | surface_reset_target() |
11 | shader_set(sh_flowey_pixelate) |
12 | draw_surface(pixelate_surf, 0, 0) |
13 | shader_reset() |