forge-planar-reflections

Add planar reflections to SDL GPU projects with oblique near-plane clipping.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Add planar reflections to an SDL GPU scene, enabling realistic water and mirror surfaces with a robust reflection rendering pipeline.

Core Features & Use Cases

  • Planar reflection rendering via mirrored camera, oblique near-plane clipping, and offscreen texture
  • Fresnel blended water shader to blend reflection and water tint
  • Use cases: water surfaces, polished floors, wall mirrors in SDL GPU projects

Quick Start

Integrate the reflection pipeline into your render loop and configure the water plane constants to enable planar reflections.

Frequently Asked Questions about forge-planar-reflections

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

FAQPage Schema
How do I add planar reflections to an SDL GPU scene?

Planar reflections in an SDL GPU scene require a reflection render pass using a mirrored camera with oblique near-plane clipping, rendering to an offscreen texture, and blending with a Fresnel shader.

How does oblique near-plane clipping work for water shaders?

Oblique near-plane clipping works by modifying the projection matrix to prevent the mirrored camera from rendering geometry behind the reflection plane, ensuring the water shader only samples valid reflected scene data.

Can I use this planar reflection pipeline for mirrors and polished floors?

Yes, the planar reflection pipeline supports mirrors and polished floors by rendering a mirrored camera view to an offscreen texture and blending it with the surface using Fresnel shading.

What is the best way to blend reflection textures with water tint in SDL GPU?

The best way to blend reflection textures with water tint in SDL GPU is by using a Fresnel blended water shader that dynamically mixes the sampled offscreen reflection texture with the base water color.

Do I need a separate render pass for planar reflections?

Yes, you need a separate reflection render pass to draw the mirrored scene into an offscreen texture before the main render loop samples it for the final water or mirror surface blending.