draw_primitive_begin(pr_trianglestrip); 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(); }