However, there’s a hack that avoids needing a stencil buffer at all. Just draw with additive blending and use a color value of 1/255 (since colors on the GPU are 8-bit and range from 0 to 1). The resulting pixel only lies inside the outline if the accumulated color scaled back up by 255 is odd.
Easy Scalable Text Rendering on the GPU
Evan Wallace

I am *almost* getting this. It implies multiple passes, right? The first pass does additive blending with 1/255 as the color, and you’d need a second pass that does the modulo on the result of the first pass.

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