//1. Create Surface
if (!surface_exists(srf_waves))
{
srf_waves = surface_create(view_w * srf_waves_scale, view_h * srf_waves_scale);
tex_waves = surface_get_texture(srf_waves);
}
//2. Set Surface and Clear It
surface_set_target(srf_waves);
draw_clear_alpha($FF7F7F, 1);
draw_set_blend_mode_ext(bm_dest_color, bm_src_color);
//3. Construct the Background (This is the line I added)
draw_background_ext(bgr_Fort,view_xview[0],view_yview[0],1,1,0,c_white,1);
//(This shader has 2 parts. Here, in the surface where normals are added, and the second below which uses this to make the shockwave. I assume this might be where the problem is occurring?)
shader_set(shd_addNormals);
var w, this_wave;
for (w = 0; w < wave_list_size; w++)
{
his_wave = list_of_waves[|w];
draw_sprite_ext(sprite, subimage, (this_wave[|waveparam.xx] - view_xview[0]) * srf_waves_scale, (this_wave[|waveparam.yy] - view_yview[0]) * srf_waves_scale, this_wave[|waveparam.scale] * srf_waves_scale, this_wave[|waveparam.scale] * srf_waves_scale, 0, c_white, this_wave[|waveparam.alpha]);
}
shader_reset();
draw_set_blend_mode(bm_normal)
//4. Reset Target
surface_reset_target();
//5. Set Up Shader
shader_set(shader);
shader_set_uniform_f(u_fx_strength, fx_strength);
shader_set_uniform_f(u_aspect, aspect);
shader_set_uniform_f(u_aberration, aberration);
texture_set_stage(u_tex_waves, tex_waves);
//6. Draw Surface
draw_surface(application_surface, 0, 0);
//7. Reset Shader
shader_reset(); [code]
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