basic-lighting

Implement Blinn-Phong per-pixel lighting with SDL3 GPU API and HLSL shaders.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/RosyGameStudio/forge-gpu --skill basic-lighting
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: basic-lighting
Source: https://github.com/RosyGameStudio/forge-gpu/tree/main/.claude/skills/basic-lighting
Command: npx skills add https://github.com/RosyGameStudio/forge-gpu --skill basic-lighting

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill enables the addition of realistic lighting and shading to 3D models rendered in real-time applications, transforming flat surfaces into visually engaging objects.

Core Features & Use Cases

  • Blinn-Phong Shading: Implements ambient, diffuse, and specular lighting components for per-pixel shading.
  • Shader Uniforms: Manages the passing of necessary data like light direction, camera position, and material properties to the GPU shaders.
  • Normal Transformation: Correctly transforms surface normals from object space to world space for accurate lighting calculations, even with non-uniform scaling.
  • Use Case: Integrate this Skill to give a 3D model of a product a realistic sheen and depth, making it appear more tangible and appealing in a product configurator or game.

Quick Start

Use the basic-lighting skill to apply Blinn-Phong lighting to the loaded 'dragon.gltf' model with a light source positioned at (10, 10, 10).

Frequently Asked Questions about basic-lighting

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add Blinn-Phong lighting to 3D scenes using SDL3?

To add Blinn-Phong lighting to 3D scenes with SDL3, you implement per-pixel shading using the SDL3 GPU API and HLSL shaders. This involves managing ambient, diffuse, and specular components for real-time rendering of textured or solid-colored meshes.

How do shader uniforms manage light direction and camera position in 3D rendering?

Shader uniforms manage 3D rendering data by passing light direction, camera position, and material properties directly to GPU shaders. This mechanism allows the Blinn-Phong model to calculate accurate real-time per-pixel shading on textured surfaces.

Does this Blinn-Phong lighting implementation handle non-uniform scaling of surface normals?

Yes, the Blinn-Phong lighting implementation handles non-uniform scaling by correctly transforming surface normals from object space to world space. This ensures accurate lighting calculations and per-pixel shading across dynamically lit 3D models.

Can I use HLSL shaders with SDL3 GPU API for real-time per-pixel shading?

Yes, you can use HLSL shaders with the SDL3 GPU API to achieve real-time per-pixel shading. This combination supports Blinn-Phong lighting calculations, enabling dynamic ambient, diffuse, and specular highlights on your 3D meshes.

What is the best way to apply dynamic lighting to a glTF model in an SDL3 application?

The best way to apply dynamic lighting to a glTF model in an SDL3 application is using Blinn-Phong shading. By setting a light source at a specific coordinate, the shader calculates per-pixel ambient, diffuse, and specular components to give the model realistic depth.