float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } float contour(float dist, float edge, float width) { return clamp(smoothstep(edge - width, edge + width, dist), 0.0, 1.0); } float getSample(vec2 texCoord, float edge, float width) { return contour(texture(tex, texCoord).r, edge, width); } bool scissor(vec2 position, vec2 topleft, vec2 size) { if(position.x >= topleft.x && position.x <= topleft.x + size.x && position.y >= topleft.y && position.y <= topleft.y + size.y ) { return true; } return false; } bool rect(vec2 position, vec2 topleft, vec2 size) { if(position.x >= topleft.x && position.x <= topleft.x + size.x && position.y >= topleft.y && position.y <= topleft.y + size.y ) { return true; } return false; } bool somewhatEqual(float left, float right) { return distance(left, right) < 1.0; }