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Fixed SDF math; texture dimensions were accessed before they loaded in the REGL-based renderer
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@@ -117,7 +117,7 @@ vec2 getSymbol(vec2 uv, float index) {
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// MSDF: calculate brightness of fragment based on distance to shape
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vec2 symbol;
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{
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vec2 unitRange = vec2(msdfPxRange) / (glyphMSDFSize * 1000.); // Not sure why this x1000 softening is necessary
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vec2 unitRange = vec2(msdfPxRange) / glyphMSDFSize;
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vec2 screenTexSize = vec2(1.0) / fwidth(uv);
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float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
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@@ -127,7 +127,7 @@ vec2 getSymbol(vec2 uv, float index) {
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}
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if (isolateGlint) {
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vec2 unitRange = vec2(msdfPxRange) / (glintMSDFSize * 1000.); // Not sure why this x1000 softening is necessary
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vec2 unitRange = vec2(msdfPxRange) / glintMSDFSize;
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vec2 screenTexSize = vec2(1.0) / fwidth(uv);
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float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
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