forge-pbr-shading

Community

Bring realistic PBR shading to SDL GPU projects.

AuthorNebulavenus
Version1.0.0
Installs0

System Documentation

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.

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-pbr-shading
Download link: https://github.com/Nebulavenus/forge-gpu/archive/main.zip#forge-pbr-shading

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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