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This thing is excellent and I've been using it in a project for a while, but it looks like 2.3.1 of GM2 causes the shader to get messed up if game_restart(); is used after the shader has been activated once anywhere in the game. At that point, it's as if the settings for the shaders are corrupted and the effects don't look right until the game is re-compiled or the executable is run again.

I tried testing it in the demo and it occurs there as well. Not a huge deal, but I'm assuming something's changed within GM to make this happen and I can't seem to figure out how to fix it.

WOW this is completly amazing! Thanks for that bro.

When i active the room view the shader controls dont work.

Any idea?

Hey, Where did u get the ThickPix2 font from .?

I made it, and it's there only for the purposes of the demo.
It isn't a "usable" part of the package.

Shame, i could do with a good, small font ..   :)

Plenty of those online!

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Hello there - I went ahead and bought this shader, super impressed with it.

One question - I'm getting it to apply to individual sprites but I notice that it is picking up sprites next to them on the texture sheet when it's doing anything involving shifting (channel, line, etc). Should I be creating more space between objects on the texture sheet or is there a quick way to get bound the shader to the sprite's location on the texture sheet? I have a workaround where I'm not letting gamemaker crop.

Second question - I notice my parameters are all acting a lot different when I put the shader into my existing project. My resolution is 960x540 and it's looking like the noise texture that everything is based off of is way larger, looks like small squares on the sprites instead of noise. Is there an easy way to get everything set up so it acts more like the demo?

Hi. The shader is not really meant to be used to render individual sprites (not counting the obvious texture page issue, it would also require a custom draw_sprite function that would provide a large enough rasterised area for the "offset" effects not to be cut off). It's a full-scale post-processing effect. AFAIK, people usually get around this by using a big surface instead.

As for the resolution problem, by default the size of the application surface is used. If you need a different one, pass it via the arguments of the BktGlitch_activate function.

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Hello! I would like to use BktGlitch, but I have a severe problem!

BktGlitch is all screwed up, when I open the project itself and modify it to be a game, the sprites are all jumbled, and when I try to import it in a non-BktGlitch project, It will become all red and I can't make anything out.

And yes I do have DirectX installed.


If you're still interested in making the shader work, please try out the new update.


Hello! I really like this and I'm very interested in potentially implementing it in a future project. I am completely new to GMS2; last time I used any version of Game Maker was before GMS existed and I didn't know anything back then, either.

What I'm wondering is if it's possible to use this on select portions of the screen instead of the whole screen (or alternatively, if it's possible to apply this shader to a single background layer and build overtop of it with tiles unaffected by the glitching); what I want to do with this is something kinda similar (aesthetically) to the glitch rooms in Axiom Verge where parts of the screen appear to be corrupted. I may have use of this either way; it's awesome looking and may inspire me to do other things with it, but I'd just like to find out if this is even possible before I go ahead and get in over my head.


The shader can be used on anything rendered by the GPU. In this case, the usual approach would be to render everything you'd like to have the effect applied to into a new surface, which you would then draw with the shader active. 

Thanks very much!

maybe a dumb question but, I can use it in my own game that I'm making?

Yes, and yes. :)

ok, when I imported the project into my game, it substitutes the previous project by your, how am I supposed to do then?



The new version contains a yymp file you can drag-and-drop into GMS2 to import the files.

Thanks for this! Would be nice if there was a complete tutorial on how to implement it for total noobs like me :p

Please read the comments provided in the code of the controller object, it's all explained in there!

Does this work on Gamemaker Studio 2?


Awesome, thanks!

Holy shit man this looks so awesome!!!

Hey man! I'm using your shader for a game of mine, the problem is, the shader is not working for android; the shader does not appear or do anything for android. What could be wrong?

If the demo doesn't work, your device is probably too old.

Didn't work with a Samsung S8...

It works fine through GM:S 1.4 on a Xiaomi MI4c, which isn't really a high-end phone.

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Looks like you're using the shader in your object draw calls instead of only when you're rendering the application surface.

Does the demo work?

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Dude, you are awesome releasing this for free. Always wanted a glitch shader like this.

This is the reason I'm going back to Gamemaker, now I can finally make what I always wanted to make. Thank you blokatt! <3

(And I will credit you, for sure)

You're welcome!

does this only work in gamer maker studio only...? 

cuz i am using godot and want to know if this works in it...

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If Godot supports GLSL ES, then sure, the fragment shader should work fine as long as you hook up all the uniform/varying variables correctly.