forge-screen-space-reflections

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

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Render realistic screen-space reflections by ray marching using data from the G-buffer to reflect the scene on glossy surfaces without cube maps.

Core Features & Use Cases

  • Ray-marched reflections using depth, normals, and world position from a deferred G-buffer.
  • Supports mirror-like, wet, and polished surfaces within a deferred rendering pipeline.
  • Includes configurable parameters for max distance, max steps, step size, edge fading, and fade distance to balance quality and performance.

Quick Start

Integrate the SSR pipeline into your SDL3 GPU project and enable the G-buffer-based reflection pass.

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 implement screen-space reflections in an SDL3 GPU deferred rendering pipeline?

You can implement screen-space reflections by ray marching through a G-buffer containing world position, normals, and depth, using configurable uniforms for max distance, steps, and edge fading to balance quality and performance.

What G-buffer data is required for ray-marched screen-space reflections?

Ray-marched screen-space reflections require a G-buffer with world position, normals, and depth to accurately render surface reflections on glossy, wet, or polished materials without relying on cube maps.

Can I use SSR shaders to render wet surfaces and mirrors without cube maps?

Yes, SSR shaders use G-buffer depth and normal data to ray march reflections, supporting mirror-like and wet surfaces in deferred rendering pipelines without needing traditional cube maps.

How do I balance performance and quality when ray marching reflections?

You can balance performance and quality by adjusting configurable uniforms for max distance, max steps, step size, edge fading, and fade distance within the SSR shader pipeline.

Does this screen-space reflection technique work with forward rendering?

No, this screen-space reflection implementation specifically requires a deferred rendering pipeline because it relies on ray marching through a G-buffer containing world position, normals, and depth.