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gml_Object_obj_reflection_shader_snowdin_10_Draw_73

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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 - (obj_sans_lake.x - other.sprite_x_offset), (y + (sprite_height * 2)) - (sprite_yoffset * 2) - (obj_sans_lake.y - other.sprite_y_offset), 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_lake_water_mask, 0, sprite_x_offset, sprite_y_offset, 1, 1, 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, obj_sans_lake.x - sprite_x_offset, obj_sans_lake.y - sprite_y_offset);
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}