diff --git a/README.md b/README.md index aa0f112..a2617c7 100644 --- a/README.md +++ b/README.md @@ -1,19 +1,15 @@ -# lab06-debugging -# Setup +Teammates: I worked alone for this lab! -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). +ShaderToy Link: https://www.shadertoy.com/view/cscczj -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) +- Bug #1: There was a compilation error because on line 97, uv2 was declared as a vec when it needed to be a vec2! After changing uv2 to a vec2, the shader compiled. -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. +- Bug #2: Now that I had something on the screen, it looked like something was off with the camera, so I looked at the raycast() function. On line 11, the H value was set to * iResolution.x / iResolution.x instead of * iResolution.x / iResolution.y! Correcting the denominator fixed the stretched camera issue. -Extra credit if you can find all FIVE bugs. +- Bug #3: It still looks like there is an issue with the camera, as the spheres are not really centered in view. The raycast function seemed ok, so I looked at mainImage() where it was being called. On line 100, the uv vector was passed-in instead of the uv2 vector! Now the scene is centered properly in our view. -# Submission -- Create a pull request to this repository -- In the README, include the names of both your team members -- 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!) +- Bug #4: The next big issue is that the specular reflections are missing, so I took a look at the sdf3D function, and knew it had to be at/after line 74 because of the comment. On line 75, the reflect() function was being called with eye instead of the direction vector, so once I changed eye to dir, the reflections came back! :D + + +- Bug #5: I know something is still wrong with the edges of the sphere, but I'll submit this for now and come back if I have time :) \ No newline at end of file