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gml_Object_obj_reflection_shader_complex_Draw_0

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if live_call()
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    return global.live_result;
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with (other)
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{
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    surface_set_target(reflection_surf)
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    draw_clear_alpha(c_black, 0)
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    shader_set(sh_reflection_hotel)
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    var alpha_uniform = shader_get_uniform(sh_reflection_hotel, "Alpha")
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    shader_set_uniform_f(alpha_uniform, 0.75)
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    with (obj_npc_base)
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    {
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        if (object_index != obj_npc_handlord)
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        {
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            var sprite_uvs = sprite_get_uvs(sprite_index, image_index)
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            shader_uvs = shader_get_uniform(sh_reflection_hotel, "spriteUVs")
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            shader_set_uniform_f(shader_uvs, sprite_uvs[0], sprite_uvs[1], sprite_uvs[2], sprite_uvs[3])
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            var y_offset = 0
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            if (object_index == obj_npc_complex_lobby_lad)
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                y_offset = 2
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            draw_set_blend_mode_ext(2, 6)
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            draw_sprite_ext(sprite_index, -1, (x - (__view_get((0 << 0), 0))), (y + sprite_height * 2 - sprite_yoffset * 2 - y_offset - (__view_get((1 << 0), 0))), 1, -1, 0, c_white, 1)
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            draw_set_blend_mode(0)
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        }
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    }
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    with (obj_complex_plant)
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    {
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        sprite_uvs = sprite_get_uvs(sprite_index, image_index)
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        shader_uvs = shader_get_uniform(sh_reflection_hotel, "spriteUVs")
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        shader_set_uniform_f(shader_uvs, sprite_uvs[0], sprite_uvs[1], sprite_uvs[2], sprite_uvs[3])
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        y_offset = 5
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        if (object_index == obj_npc_complex_lobby_lad)
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            y_offset = 2
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        draw_set_blend_mode_ext(2, 6)
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        draw_sprite_ext(sprite_index, -1, (x - (__view_get((0 << 0), 0))), (y + sprite_height * 2 - sprite_yoffset * 2 - y_offset - (__view_get((1 << 0), 0))), 1, -1, 0, c_white, 1)
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        draw_set_blend_mode(0)
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    }
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    shader_reset()
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    draw_set_blend_mode(3)
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    with (obj_pl)
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        draw_sprite_ext(sprite_index, -1, (x - (__view_get((0 << 0), 0))), (y + sprite_height * 2 - sprite_yoffset * 2 - (__view_get((1 << 0), 0))), 1, -1, 0, c_black, 1)
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    if (global.party_member != noone)
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    {
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        with (global.party_member)
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            draw_sprite_ext(sprite_index, -1, (x - (__view_get((0 << 0), 0))), (y + sprite_height * 2 - sprite_yoffset * 2 - y_offset - (__view_get((1 << 0), 0))), 1, -1, 0, c_white, 1)
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    }
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    draw_set_blend_mode(0)
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    shader_set(sh_reflection_hotel)
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    with (obj_pl)
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    {
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        sprite_uvs = sprite_get_uvs(sprite_index, image_index)
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        shader_uvs = shader_get_uniform(sh_reflection_hotel, "spriteUVs")
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        shader_set_uniform_f(shader_uvs, sprite_uvs[0], sprite_uvs[1], sprite_uvs[2], sprite_uvs[3])
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        draw_set_blend_mode_ext(2, 6)
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        draw_sprite_ext(sprite_index, -1, (x - (__view_get((0 << 0), 0))), (y + sprite_height * 2 - sprite_yoffset * 2 - (__view_get((1 << 0), 0))), 1, -1, 0, c_white, 2)
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        draw_set_blend_mode(0)
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    }
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    if (global.party_member != noone)
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    {
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        with (global.party_member)
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        {
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            sprite_uvs = sprite_get_uvs(sprite_index, image_index)
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            shader_uvs = shader_get_uniform(sh_reflection_hotel, "spriteUVs")
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            shader_set_uniform_f(shader_uvs, sprite_uvs[0], sprite_uvs[1], sprite_uvs[2], sprite_uvs[3])
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            draw_set_blend_mode_ext(2, 6)
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            draw_sprite_ext(sprite_index, -1, (x - (__view_get((0 << 0), 0))), (y + sprite_height * 2 - sprite_yoffset * 2 - y_offset - (__view_get((1 << 0), 0))), 1, -1, 0, c_white, 1)
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            draw_set_blend_mode(0)
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        }
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    }
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    shader_reset()
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    draw_set_blend_mode(3)
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    draw_sprite_ext(spr_complex_reflection_mask_1, 0, (-(__view_get((0 << 0), 0))), (-(__view_get((1 << 0), 0))), 4, 4, 0, c_white, 1)
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    with (obj_complex_plant)
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    {
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        if (y > obj_pl.y)
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            draw_sprite(sprite_index, image_index, (x - (__view_get((0 << 0), 0))), (y - (__view_get((1 << 0), 0))))
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    }
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    draw_set_blend_mode(0)
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    surface_reset_target()
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    draw_surface(reflection_surf, __view_get((0 << 0), 0), __view_get((1 << 0), 0))
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}