I'm trying to write a function in GLSL that returns the signed distance to a rectangle. The rectangle is axis-aligned. I feel a bit stuck; I just can't wrap my head around what I need to do to make it work.
The best I came up with is this:
float sdAxisAlignedRect(vec2 uv, vec2 tl, vec2 br)
{
    // signed distances for x and y. these work fine.
    float dx = max(tl.x - uv.x, uv.x - br.x);
    float dy = max(tl.y - uv.y, uv.y - br.y);
    dx = max(0.,dx);
    dy = max(0.,dy);
    return sqrt(dx*dx+dy*dy);
}
Which produces a rectangle that looks like:

The lines show distance from the rectangle. It works fine but ONLY for distances OUTSIDE the rectangle. Inside the rectangle the distance is a static 0..
How do I also get accurate distances inside the rectangle using a unified formula?
 
    


