From 48ac4dd76fe0845668060a60f5025ff2cd4d3975 Mon Sep 17 00:00:00 2001 From: San Jewell Date: Wed, 9 Nov 2022 11:52:50 -0500 Subject: [PATCH] Update README.md --- README.md | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/README.md b/README.md index aa0f112..bb4987e 100644 --- a/README.md +++ b/README.md @@ -17,3 +17,14 @@ Extra credit if you can find all FIVE bugs. - In the README, create a link to your shader toy solution with the bugs corrected - In the README, describe each bug you found and include a sentence about HOW you found it. - Make sure all three of your shadertoys are set to UNLISTED or PUBLIC (so we can see them!) + +# Actual Submission +- Only San Jewell worked on this +- link is here: https://www.shadertoy.com/view/mdS3Rt +- I found 4/5 bugs (I think, though it looks pretty good), all of them are marked in the shadertoy as well + - line 102, fixed syntax error because it was obvious and the compiler told me + - line 105, changed uv to uv2. I found this because it seemed very obvious that the entire rendering was shifted in screen space, so I looked first at the uv2 calculation and it seemed right, and then I saw it was not used. + - line 11, changed the resolution x to y. This one was a bit of luck, I did notice that the screen looked a little stretched but I wasn't actually sure it was a bug. But then after looking over everything for a few minutes I managed to see this in the third pass. Very sneaky + - line 75, the main issue with pretty much everything not working. I didn't immediately have on my mind how the reflection algorithm worked so I spent a lot of time just trying to add parenthesis around operations and scan for any more variable mis usages. This didn't work so I started going through line by line and actually trying to understand what was being done at each step. Eventually I looked up a similar algorithm description and I saw the reflection used in it and I realized that there the wrong variable was used there. + + I think it looks pretty good, so either I accidentally fixed another bug while messing around with a bunch of the code, or I'm just missing what the final issue is.