et)); float2 isInterior = step(1.9999, normalizedToEdgeLRFB.xz + normalizedToEdgeLRFB.yw); float2 coverage = mix(max(pixelsToEdge.xz + pixelsToEdge.yw - float2(1.0), 0.0), float2(1.0), isInterior); return coverage.x * coverage.y; }