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20 changes: 8 additions & 12 deletions README.md
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# lab06-debugging

# Setup

Create a [Shadertoy account](https://www.shadertoy.com/). Either fork this shadertoy, or create a new shadertoy and copy the code from the [Debugging Puzzle](https://www.shadertoy.com/view/flGfRc).

Let's practice debugging! We have a broken shader. It should produce output that looks like this:
[Unbelievably beautiful shader](https://user-images.githubusercontent.com/1758825/200729570-8e10a37a-345d-4aff-8eff-6baf54a32a40.webm)

It don't do that. Correct THREE of the FIVE bugs that are messing up the output. You are STRONGLY ENCOURAGED to work with a partner and pair program to force you to talk about your debugging thought process out loud.

Extra credit if you can find all FIVE bugs.
# lab02-debugging

1. Amy Liu and Rachel Lin
2. https://www.shadertoy.com/view/Dscczj
3. - The first bug was just that uv2 was a vec class instead of vec2 class. We found this because it is a compile time error and showed up.
- The second bug was that we were inputting the uv variable into raycast instead of uv2. I found this just because I was confused where uv2 was being used, and saw it simply wasn't being used anywhere.
- The third bug was that our H variable in raycast was dividing by iResolution.x and did not utilize iResolution.y. I saw this because I saw the ratio of the spheres was off.
- The fourth bug was with reflect. This took a while, but once we found out what the difference between eye and dir was, it made it more simple.

# Submission
- Create a pull request to this repository
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