Hello,

I'm working on a simple raymarcher and I could not manage to find why I get this deformation issue:

It could be caused by a wrong depth test or because of the way ray direction is computed (or something else?)

Here is the code in the fragment shader (res.w is the length of the ray from the camera position to the hit point):

Thanks in advance for you answer!

Or is it because the depth is determined from the near plane and not the camera position?

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    Megalomaniak
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    Thanks!