diff --git a/README.md b/README.md index aa0f112..7bb794f 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,8 @@ # lab06-debugging +# Group +Yuqi Zhang, Dongying Liu, Wenqing Wang + # 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). @@ -11,6 +14,20 @@ 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. +1 . https://www.shadertoy.com/view/ddS3zt +I find the bug that it should be vec2 uv2 = 2.0 * uv - vec2(1.0); I need a "2" after "vec". I find that bug because it has a compile error that pointing to this spot. + +2. https://www.shadertoy.com/view/ddB3zt +I find the bug that I should pass the uv2 to the raycast function. I find that bug because I find the camera position is not right. I checked the iResolution and find that is correct. I checked raycast function and the input of the raycast. I find that I need to pass the uv2 instead of uv. + +3. https://www.shadertoy.com/view/msB3zt +The sphere is not look correct. It looks like Ellipsoid at this point. I find the bug that in raycast function, When we calculating the H vec, we should use iResolution.x / iResolution.y instead of iResolution.x / iResolution.x. + +4. https://www.shadertoy.com/view/msSGRd +In the scene, my teammate noticed that there is a gap between the sphere and the background. We checked again the march function and we noticed that the iteration happens 64 times. We increased the iteration number and fixed this bug. + +5. https://www.shadertoy.com/view/ddBGRd +We noticed the specular problem not solved, we checked the line 74 because there is a comment that Specular reflection applied to all surfaces. We checked the specular function, we should pass in the dir, the vector, instead of eye, the eye position. # Submission - Create a pull request to this repository - In the README, include the names of both your team members