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.