diff --git a/README.md b/README.md index aa0f112..8de011e 100644 --- a/README.md +++ b/README.md @@ -11,6 +11,48 @@ It don't do that. Correct THREE of the FIVE bugs that are messing up the output. Extra credit if you can find all FIVE bugs. +# Results + +***Teammates:*** Wenqing Wang, Yuqi Zhang + +## Bug01 +Shadertoy: https://www.shadertoy.com/view/msS3Rt +```GLSL +// line 97 vec2 -> vec +vec2 uv2 = 2.0 * uv - vec2(1.0); +``` +This is a simple compiler error! + +## Bug02 +Shadertoy: https://www.shadertoy.com/view/ddSGzt +```GLSL +// line 100 uv -> uv2 +raycast(uv2, dir, eye, ref); +``` +It looks like the intersection is not correct, after we change the uv, we do not use the uv2 to cast the ray + +## Bug03 +Shadertoy: https://www.shadertoy.com/view/mdS3zt +```GLSL +// line 11 iResolution.x -> iResolution.y +H *= len * iResolution.x / iResolution.y; +``` +After fixing the raycast, the resolution looks weird, so we checked all the place that might use resolution + +## Bug04 +```GLSL +// line 18 i = 64 -> i = 200 +for(int i = 0; i < 200; ++i) { +``` +It first looks like smooth intersection to me, then I found out rather than smooth intersection, the further ground is not shows, so it might be raymarching ends too early + +## Bug05 +```GLSL +// line 75 eye -> dir +dir = reflect(dir, nor); +``` +After all the above errors, specular seems not right. So we check for the specular part and find out the reflect is not correct. It should not reflect eye with normal, but the former dir with normal + # Submission - Create a pull request to this repository - In the README, include the names of both your team members