forge-blinn-phong-materials

Official

Add 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 required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

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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