diff --git a/README.md b/README.md index aa0f112..4b7d60b 100644 --- a/README.md +++ b/README.md @@ -1,3 +1,29 @@ +Team Members: just me + +Shadertoy: https://www.shadertoy.com/view/ddS3Rt + +Bugs: + +Pasted my comments on the bugs from the shadertoy here + +// BUG #1: previously this said vec not vec2, causing a compiler error +// the compile error was pretty obvious to find +// from the values on the right side of the equals sign I could see it was meant to be a vec2 + +// BUG #2: this wasn't using the -1 to 1 uv2 and was instead using the origin 0 to 1 uv +// after correcting bug 1, I noticed uv2 wasn't used anywhere, so on a hunch I changed it here + +// BUG #3: this was originally dividing by iResolution.x, not iResolution.y, causing warping +// noticing the spheres seemed to be stretched clued me into the fact that there was probably +// an issue accounting for screen dimensions/resolution + +// BUG #4: this was previously reflect(eye, nor), so instead of view direction it was eye position which was messing up the reflections +// I saw that the reflections seemed to look very flat, which guided me to inspect the reflection code more + +// BUG #5: raised raymarch max steps to get rid of artifacts around sphere edges +// Adam pointed me to the visual artifact, and I'd seen it before in other SDF projects +// so I knew that the raymarch steps were too lot + # lab06-debugging # Setup