forge-screen-space-reflections

Ray march the G-buffer to add screen-space reflections to SDL3 GPU projects.

Updated Mar 17, 2026
One-click install
npx skills add https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317 --skill forge-screen-space-reflections
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-screen-space-reflections
Source: https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317/tree/main/.claude/skills/forge-screen-space-reflections
Command: npx skills add https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317 --skill forge-screen-space-reflections

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Add realistic screen-space reflections to SDL3 GPU projects by ray marching through the G-buffer to produce plausible reflective surfaces without expensive environment probes.

Core Features & Use Cases

  • Ray marched SSR using depth, normals, and world-position data to generate reflections in screen space.
  • Works with deferred rendering pipelines (G-buffer) and integrates with existing lighting and shadow passes.
  • Suitable for mirrors, wet surfaces, polished floors, and other reflective materials in interactive graphics.

Quick Start

Integrate the SSR shader pipeline into your existing deferred renderer and enable screen-space reflections on reflective surfaces.

Frequently Asked Questions about forge-screen-space-reflections

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

FAQPage Schema
How do I add screen-space reflections to an SDL3 GPU project?

To add screen-space reflections in SDL3 GPU, ray march through the G-buffer using depth, normals, and world-space positions to generate on-screen reflections without environment probes.

How does ray marching work in a deferred rendering pipeline?

Ray marching in deferred rendering traces rays through screen-space depth and normal data to find intersections, producing reflections that are composited into the final scene.

Do I need a G-buffer with world position data for SSR?

Yes, screen-space reflections require a complete G-buffer containing world-space positions, normals, and depth to accurately calculate reflection vectors and intersections.

Can I use screen-space reflections for wet surfaces and polished floors?

Yes, ray marched screen-space reflections are suitable for interactive graphics like wet surfaces, polished floors, and mirrors, integrating with existing lighting and shadow passes.

What is the difference between SSR and environment probes for reflections?

SSR uses ray marching through existing G-buffer depth and normal data to produce plausible reflective surfaces, avoiding the expensive setup required by environment probes.

Are there limitations when using screen-space reflections in a deferred renderer?

Screen-space reflections only capture geometry visible in the G-buffer, meaning off-screen objects or surfaces occluded from the camera will not appear in the reflection composite.