/// @description 
if (global.pal_enable) {
	shader_set(shd_palette);
	shader_set_uniform_f_array(pal_black,  npal_black);
	shader_set_uniform_f_array(pal_dkgray, npal_dkgray);
	shader_set_uniform_f_array(pal_gray,   npal_gray);
	shader_set_uniform_f_array(pal_white,  npal_white);

	draw_surface(application_surface, 0, 0);

	shader_reset();
}
else {
	draw_surface(application_surface, 0, 0);
}