application_surface_draw_enable(false) draw_clear(c_black) if (shader_on && global.shaders_compiled) set_8bit_shader() if widescreen { if surface_exists(widescreen_surface) draw_surface_ext(widescreen_surface, (displayx + xShake), (displayy + yShake), display_scale, display_scale, 0, c_white, 1) } else if surface_exists(application_surface) draw_game_surface(displayx, displayy, display_scale) shader_reset()