The Janet language is named after an immortal being in The Good Place who helps mortals navigate the afterlife, hence the title.
It kinda surprised me that they ship the language with a PEG (parsing expression grammer) instead of a basic Regex engine.
This has been my wish for any programming language that ships a Regex library by default to also include a capable PEG.
I just run a low-res (256x256) pre-pass and store the distances to a floating point texture. I then use that pre-pass texture as the starting point (minus some delta) when drawing full-screen. This makes it really nice and performant, even for complex SDF shapes.
I think a common misconception in GPU programming is that branching is slow. It is only really slow when neighboring fragments diverges on those logic branches.
The quick pre-pass step gets close enough to the SDF surface that more fragments are in lockstep with each other and terminates at the same time, eliminating the expensive re-runs the GPU driver has to do. More experimentation is needed on my end. I do this in the browser with WebGL so accurate profiling is sometimes difficult.
I experimented with different resolutions and number of pre-pass steps but found it was sufficient on most GPU's with a single prepass run (subject to change the more I test).