F
Frozen Stick
Guest
Hi people.So I'm using a Shader to make the color invert in my project.So if the game isn't in full screen mode it shows the shader correctly:
But When I enter Fullscreen mode it shows the sahder like this:
The Code I'm using for the shader object:
And btw this is not my code I'm using a shader from the market.
Do you know how to fix this? I am using views one the level but I dont think that really effects it.
But When I enter Fullscreen mode it shows the sahder like this:
The Code I'm using for the shader object:
draw_set_color(c_white);
uni_time = shader_get_uniform(shd_invert,"time");
var_time_var = 0;
uni_mouse_pos = shader_get_uniform(shd_invert,"mouse_pos");
var_mouse_pos_x = mouse_x - view_xview;
var_mouse_pos_y = mouse_y - view_yview;
uni_resolution = shader_get_uniform(shd_invert,"resolution");
var_resolution_x = view_wview;
var_resolution_y = view_hview;
shader_enabled = true;
full_screen_effect = true;
uni_time = shader_get_uniform(shd_invert,"time");
var_time_var = 0;
uni_mouse_pos = shader_get_uniform(shd_invert,"mouse_pos");
var_mouse_pos_x = mouse_x - view_xview;
var_mouse_pos_y = mouse_y - view_yview;
uni_resolution = shader_get_uniform(shd_invert,"resolution");
var_resolution_x = view_wview;
var_resolution_y = view_hview;
shader_enabled = true;
full_screen_effect = true;
var_time_var+=0.04;
var_mouse_pos_x = mouse_x - view_xview;
var_mouse_pos_y = mouse_y - view_yview ;
if shader_enabled shader_set(shd_invert);
shader_set_uniform_f(uni_time, var_time_var);
shader_set_uniform_f(uni_mouse_pos, var_mouse_pos_x, var_mouse_pos_y);
shader_set_uniform_f(uni_resolution, var_resolution_x, var_resolution_y);
if full_screen_effect draw_surface(application_surface,0,0);
shader_reset();
var_mouse_pos_x = mouse_x - view_xview;
var_mouse_pos_y = mouse_y - view_yview ;
if shader_enabled shader_set(shd_invert);
shader_set_uniform_f(uni_time, var_time_var);
shader_set_uniform_f(uni_mouse_pos, var_mouse_pos_x, var_mouse_pos_y);
shader_set_uniform_f(uni_resolution, var_resolution_x, var_resolution_y);
if full_screen_effect draw_surface(application_surface,0,0);
shader_reset();
And btw this is not my code I'm using a shader from the market.
Do you know how to fix this? I am using views one the level but I dont think that really effects it.
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