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gml_Object_obj_reflection_shader_snowdin_04_Draw_0

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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);
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    var sprite_uvs = sprite_get_uvs(obj_pl.sprite_index, obj_pl.image_index);
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    shader_uvs = shader_get_uniform(sh_reflection, "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 alpha_uniform = shader_get_uniform(sh_reflection, "Alpha");
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    shader_set_uniform_f(alpha_uniform, 0.08);
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    with (obj_pl)
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    {
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        draw_set_blend_mode_ext(bm_max, bm_inv_src_alpha);
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        draw_sprite_ext(sprite_index, -1, x - __view_get(e__VW.XView, 0), (y + (sprite_height * 2)) - (sprite_yoffset * 2) - __view_get(e__VW.YView, 0), 1, -1, 0, c_white, 1);
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        draw_set_blend_mode(bm_normal);
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    }
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    shader_reset();
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    draw_set_blend_mode(bm_subtract);
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    draw_sprite_ext(spr_snowdin_04_reflection_mask, 0, -__view_get(e__VW.XView, 0), -__view_get(e__VW.YView, 0), 4, 4, 0, c_white, 1);
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    draw_set_blend_mode(bm_normal);
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    surface_reset_target();
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    draw_surface(reflection_surf, __view_get(e__VW.XView, 0), __view_get(e__VW.YView, 0));
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}
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enum e__VW
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{
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    XView,
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    YView,
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    WView,
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    HView,
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    Angle,
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    HBorder,
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    VBorder,
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    HSpeed,
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    VSpeed,
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    Object,
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    Visible,
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    XPort,
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    YPort,
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    WPort,
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    HPort,
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    Camera,
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    SurfaceID
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}