with (other) { surface_set_target(reflection_surf) draw_clear_alpha(c_black, 0) shader_set(sh_reflection) var sprite_uvs = sprite_get_uvs(obj_pl.sprite_index, obj_pl.image_index) shader_uvs = shader_get_uniform(sh_reflection, "spriteUVs") shader_set_uniform_f(shader_uvs, sprite_uvs[0], sprite_uvs[1], sprite_uvs[2], sprite_uvs[3]) var alpha_uniform = shader_get_uniform(sh_reflection, "Alpha") shader_set_uniform_f(alpha_uniform, 0.08) with (obj_pl) { draw_set_blend_mode_ext(2, 6) draw_sprite_ext(sprite_index, -1, (x - (__view_get((0 << 0), 0))), (y + sprite_height * 2 - sprite_yoffset * 2 - (__view_get((1 << 0), 0))), 1, -1, 0, c_white, 1) draw_set_blend_mode(0) } shader_reset() draw_set_blend_mode(3) draw_sprite_ext(spr_snowdin_04_reflection_mask, 0, (-(__view_get((0 << 0), 0))), (-(__view_get((1 << 0), 0))), 4, 4, 0, c_white, 1) draw_set_blend_mode(0) surface_reset_target() draw_surface(reflection_surf, __view_get((0 << 0), 0), __view_get((1 << 0), 0)) }