draw_primitive_begin(5) draw_vertex_color(0, ((sin(current_time / 1000)) * 100 + 100), grad_color, 0) draw_vertex_color(room_width, ((sin(current_time / 1000)) * 100 + 100), grad_color, 0) draw_vertex_color(0, (room_height * 2.5), grad_color, image_alpha) draw_vertex_color(room_width, (room_height * 2.5), grad_color, image_alpha) draw_primitive_end() if instance_exists(obj_ceroba_transform_slowdown) { shader_set(sh_grayscale) draw_set_alpha(obj_ceroba_transform_slowdown.starlo_take_aim_overlay_alpha) draw_vertex_color(0, ((sin(current_time / 1000)) * 100 + 100), c_gray, 0) draw_vertex_color(room_width, ((sin(current_time / 1000)) * 100 + 100), c_gray, 0) draw_vertex_color(0, (room_height * 2.5), c_gray, 1) draw_vertex_color(room_width, (room_height * 2.5), c_gray, 1) draw_set_alpha(1) shader_reset() }