// Feather disable all /// @param [baseSpecular=0] function BulbNormalMapClear(_baseSpecular = 0) { static _u_fAlphaThreshold_Normal = shader_get_uniform(__shdBulbNormal, "u_fAlphaThreshold"); static _u_fAlphaThreshold_Specular = shader_get_uniform(__shdBulbSpecular, "u_fAlphaThreshold"); static _u_fAlphaThreshold_SpecularForce = shader_get_uniform(__shdBulbSpecularForce, "u_fAlphaThreshold"); //Re-set the alpha threshold just in case var _shader = shader_current(); shader_set(__shdBulbNormal); shader_set_uniform_f(_u_fAlphaThreshold_Normal, BULB_NORMAL_MAP_ALPHA_THRESHOLD); shader_set(__shdBulbSpecular); shader_set_uniform_f(_u_fAlphaThreshold_Specular, BULB_NORMAL_MAP_ALPHA_THRESHOLD); shader_set(__shdBulbSpecularForce); shader_set_uniform_f(_u_fAlphaThreshold_SpecularForce, BULB_NORMAL_MAP_ALPHA_THRESHOLD); shader_set(_shader); draw_clear_alpha(#0000FF, 1 - _baseSpecular); }