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Improved MSDF generation and rendering
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@@ -42,8 +42,7 @@ float4 PS(PS_Input input) : SV_Target0
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float sd = median(msd.r, msd.g, msd.b);
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float screenPxDistance = screenPixelRange * (sd - 0.5);
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float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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//color = mix(bgColor, fgColor, opacity);
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//float4 color = lerp(float4(0, 0, 0, 0), input.Color, opacity);
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//float4 color = lerp(float4(1, 0, 0, 1), input.Color, opacity);
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//return color;
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return float4(input.Color.rgb, opacity * input.Color.a);
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