forge-blinn-phong-materials
OfficialAdd per-material Blinn-Phong lighting for SDL GPU.
Authorcode-review-benchmark
Version1.0.0
Installs0
System Documentation
What problem does it solve?
Add per-material Blinn-Phong lighting to an SDL GPU project, enabling different materials per object and richer visuals without rewriting the lighting core.
Core Features & Use Cases
- Material struct with ambient, diffuse, and specular properties plus shininess to support per-object variation.
- Per-object rendering workflow: push per-object material uniforms before drawing each object.
- Fragment shader calculation of ambient, diffuse, and specular terms with support for textures and basic lighting patterns.
Quick Start
Implement per-object materials by extending the fragment shader and pushing per-object material data to the GPU before drawing each object.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
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Please help me install this Skill: Name: forge-blinn-phong-materials Download link: https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317/archive/main.zip#forge-blinn-phong-materials Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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