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corner-lasers — Claude Code skill: what it does, how to install

Builds corner-based laser visuals with thin beams, a bright emitter and atmospheric glow. Use it when light should originate from or converge at an edge junction.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill corner-lasers -a claude-code
Open on GitHub

What corner-lasers does

This skill guides an agent to build a corner composition where two or three narrow laser beams meet at a bright emitter near an edge. The beam core stays near white, while the halo and haze follow the active design accent colour. Local bloom and light diffusion give the junction a spatial glow.

It prefers raw WebGL shader work or equivalent effect logic, using line-distance calculations to keep beams crisp and continuous. You can tune the emitter position, beam angles, glow separately from core thickness, fog density, falloff and vignette. This is the wrong fit for centred laser scenes or chaotic flicker: motion should remain restrained, with slow pulses or faint travelling energy.

What it helps with

  • build laser beams from one corner emitter
  • add bloom at a beam junction
  • match glow colour to a design accent
  • create local haze around thin light lines
  • avoid thick neon-bar laser treatments

Example prompts for the agent

  • Create a corner laser composition with an emitter near the right edge and two thin beams.
  • Add a laser background where beams converge in the upper-left corner.
  • Build a WebGL effect with white beam cores, an accent-colour halo and soft fog.

How to install corner-lasers

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill corner-lasers -a claude-code

2Manually: put the files in place

~/.claude/skills/corner-lasers/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/corner-lasers/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about corner-lasers

How do I install corner-lasers in Claude Code?

Run npx skills add MengTo/Skills --skill corner-lasers -a claude-code, then run npx skills add MengTo/Skills --skill corner-lasers -a claude-code again. The skill file is at ~/.claude/skills/corner-lasers/SKILL.md.

What does corner-lasers do?

It guides an agent to create two or three thin laser beams meeting at a bright corner emitter, with bloom and atmospheric glow around the junction.

Is corner-lasers suitable for centred laser effects?

No. Its scope is off-axis, corner-based beams that originate from or converge at an edge point, rather than symmetrical centred compositions.

Source text

SKILL.md · MIT
---
name: corner-lasers
description: "Create a corner-anchored laser composition with thin beams, a bright emitter node, bloom, and atmospheric glow or fog."
---

# Corner Lasers Skill

## Use When
- Create a corner-anchored laser composition with thin beams, a bright emitter node, bloom, and atmospheric glow or fog.

## Workflow

## Scope
- Apply this only to corner-based laser beam compositions, not to generic centered lasers, particle scenes, or unrelated motion systems.
- Use it when the design needs beams that originate from or converge at a corner or edge junction, with a strong cinematic emitter point.

## Visual target
- Create two or three thin laser beams that meet at a bright corner emitter, then extend outward along different directions like a geometric room corner or portal seam.
- Keep the beam lines narrow and sharp with a white-hot center, a restrained halo, and strong bloom concentrated around the corner junction.
- Let the surrounding atmosphere glow softly from the emitter so the corner feels illuminated by volumetric haze rather than flat lines on a dark background.
- Use the design's primary color or strongest accent color for the halo and atmospheric tint instead of hardcoding blue, while keeping the brightest beam core near white.

## Implementation guidance
- Prefer raw WebGL shader treatment or equivalent effect logic when the output supports it.
- Anchor the composition to an off-center corner point and derive multiple beam directions from that point rather than placing unrelated separate lines.
- Use signed-distance or line-distance logic so each beam stays thin, crisp, and continuous.
- Add a concentrated bloom or energy flare at the corner emitter where the beams meet; that hotspot should be the brightest point in the composition.
- Add subtle atmospheric glow, fog, or light diffusion around the beams so the effect feels immersive and spatial, not flat.
- Motion should stay restrained: slow pulsing, faint traveling energy, or gentle shimmer is good; chaotic flicker is not.

## Tuning knobs
- Corner position: move the emitter point inward from the edge or corner to frame the composition.
- Beam count and angle: use two or three rays with clear directional contrast.
- Beam thickness: keep the core thin and tune the outer glow separately so the lasers stay elegant.
- Color: derive halo and haze tint from the active design accent color.
- Atmosphere: adjust bloom radius, fog density, falloff, and vignette strength so the corner stays luminous without washing out the UI.

## Avoid
- Thick neon bars that lose the precision of laser lines.
- Full-screen fog with no localized relationship to the corner emitter.
- Hardcoding a cold blue palette when the design clearly uses another primary color.
- Symmetrical centered compositions when the goal is an off-axis corner beam effect.

© MengTo · MIT · MengTo/Skills

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