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SDF Output
512×512
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Glitch
Generation Info
Status
Ready
Shader Usage
// Sample SDF (black=inside, white=outside) float dist = 1.0 - texture2D(sdfTexture, uv).r; // Anti-aliased edge float edge = 0.5; float delta = fwidth(dist) * 0.5; float alpha = smoothstep(edge - delta, edge + delta, dist); // Outline effect float outline = smoothstep(0.45, 0.5, dist) - smoothstep(0.5, 0.55, dist);