GLSL artefacts when ray marching
In the following shadertoy I illustrate an artefact that occurs when raymarching https://www.shadertoy.com/view/stdGDl This is my "scene" (see code fragment below). It renders a primitive "tunnel_fragment" which is an SDF (Signed Distance Function), and uses modulo on the coordinates to calculate "infinite" repetitions of these fragments. It then also calculates which disk we are in… Read More GLSL artefacts when ray marching