forge-ssao

Integrate three-pass screen-space ambient occlusion into SDL3 GPU pipelines.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

SSAO adds screen-space ambient occlusion to improve depth cues and realism in SDL3 GPU applications.

Core Features & Use Cases

  • Three-pass SSAO: SSAO sample pass, blur pass, and composite pass to produce a final ambient-occlusion-modulated image.
  • Depth and normals integration: requires a depth texture and view-space normals MRT to compute AO in screen space.
  • Quick adaptation: works with existing geometry pipelines and any shader-based rendering that outputs depth and normals.

Quick Start

Integrate the three fullscreen passes (SSAO, blur, composite) into your existing SDL3 GPU pipeline and initialize with 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 application?

To add SSAO to an SDL3 GPU application, integrate three fullscreen passes for sampling, blurring, and compositing using a 64-sample hemisphere kernel and noise texture to modulate ambient occlusion.

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

Screen-space ambient occlusion is a rendering technique that uses depth buffers and view-space normals to add depth cues and improve realism by modulating ambient lighting in screen space.

Do I need view-space normals and depth textures for SSAO?

Yes, SSAO requires a depth texture with sampler usage and a view-space normals MRT to compute ambient occlusion accurately within the SDL3 GPU rendering pipeline.

How does the blur pass work in a three-pass SSAO pipeline?

The blur pass in a three-pass SSAO pipeline smooths the raw ambient occlusion output from the sample pass before the composite pass blends it with the final rendered image.

Can I use SSAO with existing SDL3 geometry pipelines?

Yes, SSAO works with existing geometry pipelines and any shader-based rendering that outputs depth and normals, allowing quick adaptation without altering core rendering logic.