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@ruby0x1
Last active February 13, 2022 05:30
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simple MSDF shader
float r = sample.r;
float g = sample.g;
float b = sample.b;
float median = max(min(r, g), min(max(r, g), b));
float signed_dist = median - 0.5;
float d = fwidth(signed_dist);
float opacity = smoothstep(-d, d, signed_dist);
//apply opacity to final alpha
color.a *= opacity;
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