forge-pbr-shading

Implement a Cook-Torrance BRDF shader for SDL GPU projects.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Add physically-based rendering to an SDL GPU project. Implements a Cook-Torrance microfacet BRDF fragment shader that uses the same texture bindings and uniform layout as forge_scene.h's built-in model pipeline, enabling side-by-side comparison with Blinn-Phong.

Core Features & Use Cases

  • Implements Cook-Torrance BRDF with GGX, Schlick-GGX, and Schlick Fresnel for physically-based lighting.
  • Integrates with forge_scene.h pipeline to enable direct material comparisons against Blinn-Phong.
  • Supports metallic-roughness materials and texture bindings consistent with the model pipeline.

Quick Start

Load a model, compile the PBR fragment shader, and switch to the PBR pipeline to render with metallic-roughness materials.

Frequently Asked Questions about forge-pbr-shading

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

FAQPage Schema
How do I add physically-based rendering to an SDL GPU project?▼

To add physically-based rendering to an SDL GPU project, you compile a Cook-Torrance microfacet BRDF fragment shader and switch to the PBR pipeline to render with metallic-roughness materials.

What is the best way to compare PBR and Blinn-Phong shading in forge_scene?▼

The best way to compare PBR and Blinn-Phong shading is using a Cook-Torrance fragment shader that shares the same texture bindings and uniform layout as the built-in forge_scene.h model pipeline for side-by-side rendering.

Does this Cook-Torrance shader support metallic-roughness materials with existing forge_scene textures?▼

Yes, the Cook-Torrance shader supports metallic-roughness materials and uses texture bindings consistent with the existing forge_scene.h model pipeline, allowing direct integration with your loaded models.

How does the GGX and Schlick Fresnel model work for PBR shading?▼

The GGX and Schlick Fresnel model works for PBR shading by implementing a Cook-Torrance microfacet BRDF that calculates physically-based lighting interactions for metallic-roughness surfaces.

What pipeline layout is needed to integrate a PBR fragment shader with ForgeSceneVertex data?▼

Integrating a PBR fragment shader with ForgeSceneVertex data requires a pipeline layout that matches the forge_scene.h uniform layout and texture bindings to correctly pass materials through the Cook-Torrance model.