forge-pbr-shading

Implement a Cook-Torrance BRDF shader for SDL GPU projects.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-pbr-shading
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-pbr-shading
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/pbr-shading
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-pbr-shading

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Add physically-based rendering to an SDL GPU project. Implements a Cook-Torrance microfacet BRDF fragment shader that uses the same texture bindings and uniform layout as forge_scene.h's built-in model pipeline, enabling side-by-side comparison with Blinn-Phong.

Core Features & Use Cases

  • Implements Cook-Torrance BRDF with GGX, Schlick-GGX, and Schlick Fresnel for physically-based lighting.
  • Integrates with forge_scene.h pipeline to enable direct material comparisons against Blinn-Phong.
  • Supports metallic-roughness materials and texture bindings consistent with the model pipeline.

Quick Start

Load a model, compile the PBR fragment shader, and switch to the PBR pipeline to render with metallic-roughness materials.

Frequently Asked Questions about forge-pbr-shading

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

FAQPage Schema
How do I add physically-based rendering to an SDL GPU project?

To add physically-based rendering to an SDL GPU project, you compile a Cook-Torrance microfacet BRDF fragment shader and switch to the PBR pipeline to render with metallic-roughness materials.

What is the best way to compare PBR and Blinn-Phong shading in forge_scene?

The best way to compare PBR and Blinn-Phong shading is using a Cook-Torrance fragment shader that shares the same texture bindings and uniform layout as the built-in forge_scene.h model pipeline for side-by-side rendering.

Does this Cook-Torrance shader support metallic-roughness materials with existing forge_scene textures?

Yes, the Cook-Torrance shader supports metallic-roughness materials and uses texture bindings consistent with the existing forge_scene.h model pipeline, allowing direct integration with your loaded models.

How does the GGX and Schlick Fresnel model work for PBR shading?

The GGX and Schlick Fresnel model works for PBR shading by implementing a Cook-Torrance microfacet BRDF that calculates physically-based lighting interactions for metallic-roughness surfaces.

What pipeline layout is needed to integrate a PBR fragment shader with ForgeSceneVertex data?

Integrating a PBR fragment shader with ForgeSceneVertex data requires a pipeline layout that matches the forge_scene.h uniform layout and texture bindings to correctly pass materials through the Cook-Torrance model.