https://bugs.freedesktop.org/show_bug.cgi?id=106696

--- Comment #2 from Dave Gilbert <freedesk...@treblig.org> ---
or actually the correct fix to my ray.comp is:
--- a/ray.comp
+++ b/ray.comp
@@ -61,7 +61,7 @@ void main() {
   while (result <= 255.4 && !hitedge &&
          !(hitx=hitend(pvp.x, ray.x, vsize.x)) &&
          !(hity=hitend(pvp.y, ray.y, vsize.y)) &&
-         !(hitz=hitend(pvp.z, ray.y, vsize.z))) {
+         !(hitz=hitend(pvp.z, ray.z, vsize.z))) {

that will stop the ray tracer running off into the distance for ever.

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