mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-07 02:12:07 +03:00
Fix comments in chroma key example shader
This commit is contained in:
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user