Since the floor does not cast shadows you can treat it as a normal object without any glare related code. It would work out of the box. Btw I suggest you to use the nine slice feature of gamemaker with the repeat flag set to have more performance and use less “floor pieces”
Viewing post in Sprite-based shadow casting?
i was using floors to not cast shadows upon the floor area... so i do need floor to have a mesh_set_height value greater than the walls.. can't use a standard object cus that just lets in unrealistic inside shadows from directional light.
see the wall shadow above the floor if i'm not using glare setup code in "floor" obj
is there a way you could make a simple workaround that works with multiple floor segments?
I can't use just one obj for floor cus the player houses in my game are editable and modules...
also, is there a way to turn off/on a shadowcaster? I implemented a non-shader lighting system that was able to and have finished code that requires the shadowcaster(s) to be enabled/disabled based upon the house shape (so the player can walk from module to module in the house
This is what I'm doing but multiple roofs at the caveat of losing some outdoor lighting when inside enough..
But i have another problem 😔
Android shadowcasters meshes are hollow..
I set it up fer PC and expected mobile to be mostly same.. but it's not working at all..
It looks like the system is interpreting the mesh coordinates inside out (clockwise or anticlockwise) and getting the wrong look.. cus the same thing happens upon pc with rotated masks when turned.
Here's a picture u can see it looks wonk fer the walls. And the roof segments im using as floor have shadows cast upon each other instead of just outside.

And Pc looks more like this

Have you had this kind of behaviour with it before? I need a cross-platform mobile/PC solution and can't util this if android isn't gonna work the same or similar.