# Distance to lines results in inlets at line crossings

Hi,

I have a problem with the result that I get when calculating distances to lines in a shader program, specifically distances to multiple lines.

[ATTACH=CONFIG]645[/ATTACH]

As you can see from the screenshots there is no problem with single lines, but when combined in the calculation inlets are visible at the line crossing that I do not understand and would like to get rid of. If this is some sort of optical illusion, then I still would like to know how to avoid this.
(background: I want to create a soft shadow effect from a polygon silhouette that gets passed to the fragment shader)

Part of the fragment shader code that is used to calculate the combined distance:

``````void main(void) {
outputColor = vec4(1f, 1f, 0f, 1f);
bool bands = false;

float len = 0.2;
float distHorizontalLine = getDistanceToLine(vec3(0f, 0f, 0f), vec3(len, 0f, 0f), currentPoint);
float distVerticalLine =   getDistanceToLine(vec3(0f, 0f, 0f), vec3(0f, len, 0f), currentPoint);

float dist = distHorizontalLine;                   // [A] distance to horizontal line
dist = distVerticalLine;                           // [b] distance to vertical line
// dist = min(distVerticalLine, distHorizontalLine);  // [C] distance to cross

vec4 distColor = vec4(0f, 0f, 1f, 1f);
outputColor = mix(distColor, outputColor, ratio);

if (bands) {
// debug: display bands
float band = (ceil(fract(ratio)*10f))/10f;
outputColor = vec4(band, band, 1-band, 1f);
}
}
}
``````

The complete project (java (lwjgl) + shaders sources):

Replace min() with something else, e.g.

``````