diff --git a/tutorials/animation/playing_videos.rst b/tutorials/animation/playing_videos.rst index 6938a9253..d2ec01b50 100644 --- a/tutorials/animation/playing_videos.rst +++ b/tutorials/animation/playing_videos.rst @@ -272,28 +272,28 @@ To implement the chroma key effect, follow these steps: shader_type canvas_item; - # Uniform variables for chroma key effect + // Uniform variables for chroma key effect uniform vec3 chroma_key_color : source_color = vec3(0.0, 1.0, 0.0); uniform float pickup_range : hint_range(0.0, 1.0) = 0.1; uniform float fade_amount : hint_range(0.0, 1.0) = 0.1; void fragment() { - # Get the color from the texture at the given UV coordinates + // Get the color from the texture at the given UV coordinates vec4 color = texture(TEXTURE, UV); - # Calculate the distance between the current color and the chroma key color + // Calculate the distance between the current color and the chroma key color float distance = length(color.rgb - chroma_key_color); - # If the distance is within the pickup range, discard the pixel - # the lesser the distance more likely the colors are + // If the distance is within the pickup range, discard the pixel + // the lesser the distance more likely the colors are if (distance <= pickup_range) { discard; } - # Calculate the fade factor based on the pickup range and fade amount + // Calculate the fade factor based on the pickup range and fade amount float fade_factor = smoothstep(pickup_range, pickup_range + fade_amount, distance); - # Set the output color with the original RGB values and the calculated fade factor + // Set the output color with the original RGB values and the calculated fade factor COLOR = vec4(color.rgb, fade_factor); }