forge-ssao

Add screen-space ambient occlusion to SDL3 GPU applications with three fullscreen passes.

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-ssao
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-ssao
Source: https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317/tree/main/.claude/skills/forge-ssao
Command: npx skills add https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317 --skill forge-ssao

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Screen-space ambient occlusion adds depth cues by shading occluded regions, making 3D scenes look more realistic in SDL3 GPU applications.

Core Features & Use Cases

  • Hemisphere-based SSAO with a dedicated kernel and three fullscreen passes (SSAO, blur, composite) to produce a final ambient-occlusion weighted image.
  • Requires a depth texture sampler and a view-space normal MRT to compute occlusion, enabling integration with existing deferred or forward rendering pipelines.
  • Practical use cases include real-time scenes with complex geometry, where subtle contact shadows and depth perception enhance visual clarity.

Quick Start

Integrate SSAO by enabling depth sampling, adding a view-space normal MRT, and wiring three fullscreen passes (SSAO, blur, composite) using a 64-sample hemisphere kernel.

Frequently Asked Questions about forge-ssao

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

FAQPage Schema
How do I add SSAO to an SDL3 GPU rendering pipeline?

To add SSAO to an SDL3 GPU pipeline, you enable sampler usage on your depth texture, configure a view-space normal MRT, and implement three fullscreen passes for SSAO, blur, and composite rendering.

What is screen-space ambient occlusion in real-time rendering?

Screen-space ambient occlusion is a technique that adds depth cues by shading occluded regions in 3D scenes, enhancing visual clarity and realism through subtle contact shadows in complex geometry.

Do I need a view-space normal MRT to compute ambient occlusion?

Yes, computing SSAO requires a depth texture sampler and a view-space normal MRT. These inputs enable the hemisphere-based occlusion kernel to accurately sample and shade occluded regions.

How does the SSAO blur and composite pass work?

The SSAO blur and composite passes process the raw ambient occlusion data by smoothing noise artifacts and blending the occlusion factor into the final rendered image to produce weighted depth shading.

Can I integrate SSAO into a forward rendering pipeline?

Yes, SSAO integrates with both deferred and forward rendering pipelines. As long as your pipeline outputs a depth buffer and view-space normals via MRT, the three fullscreen passes can operate on those inputs.

What are the limitations of using a 64-sample hemisphere kernel for SSAO?

A 64-sample hemisphere kernel provides a balance between visual quality and performance for real-time rendering. Using a fixed kernel size may limit scalability across different hardware capabilities or scene complexities.