forge-shader-grid

Generate anti-aliased grid floors in SDL3 GPU scenes with fwidth.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Procedural anti-aliased grid floor rendering in an SDL3 GPU scene, enabling a low-cost, texture-free floor visualization for debug and layout workflows.

Core Features & Use Cases

  • Procedural grid lines computed in the fragment shader with fwidth-based anti-aliasing for crisp lines at any distance.
  • Supports multiple pipelines in a single render pass, enabling mixed content rendering without extra passes.
  • Includes an end-to-end template: vertex/fragment shaders, minimal grid quad geometry, and a ready setup to wire uniforms and draw.

Quick Start

Create a grid floor shader pipeline, bind it in a render pass, and draw a quad with the grid shader enabled.

Frequently Asked Questions about forge-shader-grid

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

FAQPage Schema
How do I render a procedural grid floor in SDL3 GPU without textures?

You can render a procedural grid floor in SDL3 GPU by computing grid lines directly in the fragment shader using fwidth-based anti-aliasing. This texture-free approach provides low-cost floor visualization for debug and layout workflows.

How does fwidth anti-aliasing work for grid rendering in a real-time graphics pipeline?

Fwidth anti-aliasing for grid rendering uses screen-space derivatives to calculate pixel density, ensuring crisp procedural grid lines at any distance. This mechanism dynamically adjusts line edges based on the viewing angle and distance.

Can I use multiple render pipelines in a single SDL3 GPU render pass for mixed content?

Yes, you can configure multiple pipelines within a single SDL3 GPU render pass. This supports mixed content rendering alongside procedural grid floors without requiring extra render passes.

What do I need to set up an SDL3 GPU scene with a procedural grid?

You need minimal grid quad geometry, vertex and fragment shaders, and a uniform setup to bind and draw the grid within an SDL3 GPU render pass. The provided template includes these ready-to-wire components.

Why does my procedural grid fade out incorrectly at a distance in SDL3?

Procedural grids use a distance-based fade system to manage line density at a distance. If the grid fades incorrectly, verify that your distance-based fade uniforms and grid spacing system are correctly configured in the fragment shader.

Does this procedural grid approach work for debug visualizations and ground planes?

Yes, the procedural grid approach works for rendering floors, ground planes, and debug visualizations in real-time graphics pipelines. It provides a low-cost, anti-aliased layout reference for your SDL3 GPU scene.