- Name: Catherine Cheng
- Shader Link
- Line 97:
vec uv2 = 2.0 * uv - vec2(1.0);
vec
should bevec2
.- Found it by directly compile the shader.
- Line 100:
raycast(uv, dir, eye, ref);
uv
should beuv2
.- Found it by first seeing that 3/4 of the screen is cut off.
- Line 11:
H *= len * iResolution.x / iResolution.x;
- Should be
iResolution.x / iResolution.y
- Found it by seeing the spheres being oval.
- Should be
- Line 18:
for(int i = 0; i < 64; ++i)
- 64 should be some larger number, such as 128
- This causes too few iterations during ray marching so that floor would not expand far enough
- Line 75:
dir = reflect(eye, nor);
eye
should bedir
- Found it by seeing incorrect reflection. Correct reflection should take view direction and normal as inputs.