# Screen-space reflections a glossy floor mirroring the scene above it. ```{raw} html ▶ Run in browser ``` **Tags:** `3d` `ssr` `reflections` `screen-space` `pbr` Screen-space reflections (design D7) trace the reflected view ray through the depth buffer + thin G-buffer and feed the result into the pluggable indirect-specular ambient hook (design D8), so the glossy floor mirrors the coloured pillars and floating shapes standing on it without any cubemap or probe. The reflection is Hi-Z traced at half resolution and roughness-aware: the mirror floor gives a sharp reflection, the frosted panel a blurred one, and reflections fade as they approach the screen edge (the on-screen-only limit of SSR). A ray that leaves the screen falls back to the flat/IBL ambient, so nothing goes black. Usage: uv run python examples/features/3d/ssr.py Controls: Space - Toggle SSR on/off Escape - Quit ## Source ```{literalinclude} ../../examples/features/3d/ssr.py :language: python :linenos: ```