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2023-10-13 20:59:18 +05:30

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float rectangle_shape(vec2 uv, float width, float height){
vec2 _distance = abs(uv * 2.0 - 1.0) - vec2(width, height);
_distance = 1.0 - _distance / fwidth(_distance);
return clamp(min(_distance.x, _distance.y), 0.0, 1.0);
}