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LAB 2: Yuhan and Diana #4

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23 changes: 7 additions & 16 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.
[Fixed Shader Link] (https://www.shadertoy.com/view/Dd3yz2)

# 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!)
Team members: Yuhan Liu, Diana Ouyang
- BUG 1 (won't compile): uv2 needs to be a vec2, not a vec, found out by compiler
- BUG 2 (sphere are weird large): raycast needs to use uv2 instead of uv2; right next to bug1 by convenience
- BUG 3 (weird horizontal stretch): iResolution.x / iResolution.y instead of .x; guessed based on weird screen thing had to be related to resolution
- BUG 4 (no reflections): reflection uses the dir instead of the eye vector; checked reflection-related code
- BUG 5 (disappearing floor): raymarch didn't have enough iterations; took longest time, deduced was raymarch bc. bug involved sphere/floor intersection