improved stenciling region
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@ -11,7 +11,7 @@ void main() {
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
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gl_FragColor = mix(vec4(0.0), vec4(1.0), smoothedAlpha);
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if (gl_FragColor.a == 0.0) {
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if (gl_FragColor.a < 1.0) {
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discard;
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}
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}
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