bloom

Implement Jimenez dual-filter bloom post-processing for SDL GPU projects.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill adds a sophisticated bloom post-processing effect to SDL GPU projects, enhancing visual fidelity by simulating the way bright light "bleeds" in real-world photography.

Core Features & Use Cases

  • HDR Bloom Implementation: Integrates Jimenez dual-filter bloom with HDR rendering.
  • Customizable Passes: Utilizes a mip chain for progressive downsampling and upsampling.
  • Use Case: Apply this effect to a game scene to make emissive objects, specular highlights, or bright light sources glow realistically, adding depth and atmosphere to the visuals.

Quick Start

Integrate the bloom skill into your SDL GPU project to add HDR bloom post-processing.

Frequently Asked Questions about bloom

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

FAQPage Schema
How do I add HDR bloom post-processing to an SDL GPU project?

You can add HDR bloom post-processing to an SDL GPU project by integrating a Jimenez dual-filter technique that uses a mip chain for progressive downsampling and upsampling to simulate light bleeding.

What is Jimenez dual-filter bloom and how does it handle HDR rendering?

Jimenez dual-filter bloom is a post-processing technique for HDR rendering that uses a 13-tap downsample with Karis averaging followed by a 9-tap upsample with additive blending to simulate realistic light bleeding.

Do I need a floating-point render target for bloom effects?

Yes, a floating-point render target is required for bloom effects. You also need tone mapping and bright HDR values in your scene to achieve optimal visual fidelity and accurate light bleeding.

What's the best way to make emissive objects glow in SDL GPU?

The best way to make emissive objects glow in SDL GPU is applying a bloom post-processing effect that uses progressive downsampling and upsampling passes to make bright light sources and specular highlights bleed realistically.

Why does my bloom effect look wrong without tone mapping?

Bloom effects look wrong without tone mapping because the post-processing pipeline requires tone mapping alongside a floating-point render target and bright HDR scene values to correctly evaluate and blend the light bleeding.

Can I use this bloom effect with standard non-HDR rendering?

This bloom effect is designed for HDR rendering capabilities. Using it with standard non-HDR rendering lacks the bright HDR values and floating-point precision required for the Jimenez dual-filter pipeline to produce optimal results.