1 |
draw_primitive_begin(pr_trianglestrip); |
2 |
draw_vertex_color(0, (sin(current_time / 1000) * 100) + 100, grad_color, 0); |
3 |
draw_vertex_color(room_width, (sin(current_time / 1000) * 100) + 100, grad_color, 0); |
4 |
draw_vertex_color(0, room_height * 2.5, grad_color, image_alpha); |
5 |
draw_vertex_color(room_width, room_height * 2.5, grad_color, image_alpha); |
6 |
draw_primitive_end(); |
7 |
if (instance_exists(obj_ceroba_transform_slowdown)) |
8 |
{ |
9 |
shader_set(sh_grayscale); |
10 |
draw_set_alpha(obj_ceroba_transform_slowdown.starlo_take_aim_overlay_alpha); |
11 |
draw_vertex_color(0, (sin(current_time / 1000) * 100) + 100, c_gray, 0); |
12 |
draw_vertex_color(room_width, (sin(current_time / 1000) * 100) + 100, c_gray, 0); |
13 |
draw_vertex_color(0, room_height * 2.5, c_gray, 1); |
14 |
draw_vertex_color(room_width, room_height * 2.5, c_gray, 1); |
15 |
draw_set_alpha(1); |
16 |
shader_reset(); |
17 |
} |