I get this effect and can't fix.Any ideas? [example image of the problem]another example(https://i.stack.imgur.com/udxVw.png)another example
Fragment shader:
#version 440 core
in vec3 TexCoord;
uniform sampler3D tex;
uniform mat4 view;
uniform mat4 projection;
uniform vec3 camOrigin;
uniform vec3 camDirection;
out vec4 Frag;
void main(){
vec3 o = camOrigin;
vec3 des = TexCoord;
vec3 d = des - o;
for (int i = 0; i < 100; i++) {
vec3 p = o + (d * float(i * 0.1)) / 10;
vec4 texel = texture(tex, p);
if (texel.a != 0) {
Frag = texel;
return;
}
}
Frag = vec4(1,1,1,0);
}
Texture wraps are set to ClampToBorder. Note that i am rendering only the back faces of the cube(inside faces) that way i can go inside the cube. For reference materials you can look at this video
I tried changing ray marching parameters, texture wrap methods, changing ray origin and ray direction calculations. Nothing work