Agent skill

Webgl Laser

by boraoztunc in boraoztunc/skills

Create a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam.

Apache-2.0Auto-check passedGame Development

Install Webgl Laser

skills CLI
$ npx skills add boraoztunc/skills --skill webgl-laser -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install boraoztunc/skills webgl-laser --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/boraoztunc/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/webgl-laser .claude/skills/webgl-laser && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
webgl-laser
GitHub stars
397
Used in
2 other repos
Token cost
~2.4k tokens
SKILL.md length
319 words
Files
1
Skills in repo
52
Repo updated
First seen
Licence
Apache-2.0

At a glance

Create a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam.

  • Tasks that involve 3D graphics and WebGL
  • SKILL.md covers Scope, Visual Target, Layering and Brand Color, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Webgl Laser is an agent skill from boraoztunc/skills. Create a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam. Use only for laser background effects, not full page layout, copy, generic hero scenes, particles, or unrelated motion systems.

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering 3D graphics and WebGL. The repository describes itself as: Claude Code skills for copywriting, SEO, design, and more. The licence is Apache-2.0.

When your agent uses it

  • Tasks that involve 3D graphics and WebGL

Example prompts

  • “/webgl-laser”

What it can do on your machine

Read from SKILL.md and the folder at commit 645553c. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript, html and css).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Webgl Laser loads about 2.4k tokens when it runs. Until then it costs about 75 tokens; SKILL.md has 319 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~75
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from boraoztunc/skills at commit 645553c, republished under its Apache-2.0 licence (© boraoztunc). 319 words, ~2,350 tokens.

Download SKILL.mdSave it as .claude/skills/webgl-laser/SKILL.md (or your agent's skills folder).
name
webgl-laser
description
Create a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam. Use only for laser background effects, not full page layout, copy, generic hero scenes, particles, or unrelated motion systems.

WebGL Laser

Scope

  • Apply only to the laser background effect.
  • Use a fixed full-screen canvas behind the DOM.
  • Set pointer-events: none on the canvas.
  • Keep page content in a higher stacking context.
  • Match the halo and smoke to the page's primary or strongest accent color.

Visual Target

  • Thin vertical beam: crisp white-hot inner core, narrow colored halo.
  • Atmospheric smoke: soft cloudy breakup concentrated around the beam.
  • Dark cinematic field: restrained, brand-colored, and readable behind content.
  • Slow pulse: glow breathes gently; no aggressive flicker or color cycling.
  • Light blade feel: narrow and precise, never a thick neon pillar.

Layering

html
<canvas class="laser-canvas" data-webgl-laser></canvas>
<main class="page-content">
  ...
</main>
css
.laser-canvas {
  position: fixed;
  inset: 0;
  z-index: 0;
  width: 100vw;
  height: 100vh;
  pointer-events: none;
}

.page-content {
  position: relative;
  z-index: 1;
}

Brand Color

Use the product accent as the source color. The shader keeps the core near white and derives the halo/smoke from this color.

js
function hexToRgb01(hex) {
  const clean = hex.replace("#", "").trim();
  const value = clean.length === 3
    ? clean.split("").map((char) => char + char).join("")
    : clean;

  return [
    parseInt(value.slice(0, 2), 16) / 255,
    parseInt(value.slice(2, 4), 16) / 255,
    parseInt(value.slice(4, 6), 16) / 255,
  ];
}

const accent = getComputedStyle(document.documentElement)
  .getPropertyValue("--brand-accent")
  .trim() || "#ff4d8d";

Raw WebGL Setup

Prefer raw WebGL with a full-screen quad unless the active file already uses another renderer.

js
const laserVertexShader = `
attribute vec2 a_position;
varying vec2 v_uv;

void main() {
  v_uv = a_position * 0.5 + 0.5;
  gl_Position = vec4(a_position, 0.0, 1.0);
}
`;

const laserFragmentShader = `
precision highp float;

uniform vec2 u_resolution;
uniform float u_time;
uniform vec3 u_color;
uniform float u_xOffset;
uniform float u_coreWidth;
uniform float u_glowWidth;
uniform float u_smokeDensity;

varying vec2 v_uv;

float hash(vec2 p) {
  p = fract(p * vec2(123.34, 456.21));
  p += dot(p, p + 45.32);
  return fract(p.x * p.y);
}

float noise(vec2 p) {
  vec2 i = floor(p);
  vec2 f = fract(p);
  vec2 u = f * f * (3.0 - 2.0 * f);

  float a = hash(i);
  float b = hash(i + vec2(1.0, 0.0));
  float c = hash(i + vec2(0.0, 1.0));
  float d = hash(i + vec2(1.0, 1.0));

  return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}

float fbm(vec2 p) {
  float value = 0.0;
  float amplitude = 0.5;

  for (int i = 0; i < 5; i++) {
    value += amplitude * noise(p);
    p *= 2.02;
    amplitude *= 0.5;
  }

  return value;
}

void main() {
  vec2 aspect = vec2(u_resolution.x / u_resolution.y, 1.0);
  vec2 p = (v_uv - 0.5) * aspect;
  float x = p.x - u_xOffset;
  float distanceToBeam = abs(x);

  float core = exp(-pow(distanceToBeam / u_coreWidth, 2.0));
  float glow = exp(-pow(distanceToBeam / u_glowWidth, 1.45));
  float scatter = exp(-pow(distanceToBeam / (u_glowWidth * 5.5), 1.25));
  float pulse = 0.9 + 0.1 * sin(u_time * 1.15);

  vec2 fogUv = p * 3.1 + vec2(0.0, -u_time * 0.035);
  fogUv.x += sin(p.y * 3.5 + u_time * 0.11) * 0.14;
  float fogBase = fbm(fogUv);
  float fogFine = fbm(p * 8.0 + vec2(sin(u_time * 0.07) * 0.35, u_time * 0.05));
  float fog = smoothstep(0.30, 0.86, fogBase * 0.72 + fogFine * 0.28);
  float smoke = fog * scatter * u_smokeDensity;

  vec3 brand = clamp(u_color, 0.0, 1.0);
  vec3 haloColor = mix(brand, vec3(1.0), 0.16);
  vec3 smokeColor = mix(brand, vec3(0.55), 0.28) * 0.55;
  vec3 hotCore = vec3(1.0, 0.96, 0.90);

  vec3 color = vec3(0.006, 0.007, 0.010);
  color += smokeColor * smoke;
  color += haloColor * glow * 0.46 * pulse;
  color += hotCore * core * 1.35;

  float vignette = smoothstep(1.25, 0.18, length(p));
  color *= vignette;

  float alpha = clamp(smoke * 0.72 + glow * 0.68 + core, 0.0, 1.0);
  gl_FragColor = vec4(color, alpha);
}
`;

Initializer

Keep u_resolution synced on resize and animate through u_time.

js
function createShader(gl, type, source) {
  const shader = gl.createShader(type);
  gl.shaderSource(shader, source);
  gl.compileShader(shader);

  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
    throw new Error(gl.getShaderInfoLog(shader) || "Shader compile failed");
  }

  return shader;
}

function createProgram(gl, vertexSource, fragmentSource) {
  const program = gl.createProgram();
  gl.attachShader(program, createShader(gl, gl.VERTEX_SHADER, vertexSource));
  gl.attachShader(program, createShader(gl, gl.FRAGMENT_SHADER, fragmentSource));
  gl.linkProgram(program);

  if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
    throw new Error(gl.getProgramInfoLog(program) || "Program link failed");
  }

  return program;
}

function initWebGLLaser(canvas, options = {}) {
  if (!canvas) return () => {};

  const gl = canvas.getContext("webgl", {
    alpha: true,
    antialias: false,
    premultipliedAlpha: false,
  });

  if (!gl) return () => {};

  const program = createProgram(gl, laserVertexShader, laserFragmentShader);
  const positionBuffer = gl.createBuffer();
  const positions = new Float32Array([
    -1, -1,
     1, -1,
    -1,  1,
    -1,  1,
     1, -1,
     1,  1,
  ]);

  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
  gl.useProgram(program);

  const positionLocation = gl.getAttribLocation(program, "a_position");
  const uniforms = {
    resolution: gl.getUniformLocation(program, "u_resolution"),
    time: gl.getUniformLocation(program, "u_time"),
    color: gl.getUniformLocation(program, "u_color"),
    xOffset: gl.getUniformLocation(program, "u_xOffset"),
    coreWidth: gl.getUniformLocation(program, "u_coreWidth"),
    glowWidth: gl.getUniformLocation(program, "u_glowWidth"),
    smokeDensity: gl.getUniformLocation(program, "u_smokeDensity"),
  };

  gl.enableVertexAttribArray(positionLocation);
  gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
  gl.enable(gl.BLEND);
  gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

  const color = options.color || hexToRgb01(accent);
  const reduceMotion = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
  let width = 1;
  let height = 1;
  let rafId = 0;

  function resize() {
    const dpr = Math.min(window.devicePixelRatio || 1, options.maxDpr || 1.5);
    width = Math.max(1, window.innerWidth);
    height = Math.max(1, window.innerHeight);
    canvas.width = Math.floor(width * dpr);
    canvas.height = Math.floor(height * dpr);
    gl.viewport(0, 0, canvas.width, canvas.height);
  }

  function render(time = 0) {
    gl.useProgram(program);
    gl.uniform2f(uniforms.resolution, canvas.width, canvas.height);
    gl.uniform1f(uniforms.time, time * 0.001);
    gl.uniform3f(uniforms.color, color[0], color[1], color[2]);
    gl.uniform1f(uniforms.xOffset, options.xOffset || 0.0);
    gl.uniform1f(uniforms.coreWidth, options.coreWidth || 0.0045);
    gl.uniform1f(uniforms.glowWidth, options.glowWidth || 0.035);
    gl.uniform1f(uniforms.smokeDensity, options.smokeDensity || 0.52);

    gl.clearColor(0, 0, 0, 0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.drawArrays(gl.TRIANGLES, 0, 6);

    if (!reduceMotion) rafId = requestAnimationFrame(render);
  }

  function handleResize() {
    resize();
    render();
  }

  resize();
  render();
  window.addEventListener("resize", handleResize);

  return () => {
    cancelAnimationFrame(rafId);
    window.removeEventListener("resize", handleResize);
    gl.deleteBuffer(positionBuffer);
    gl.deleteProgram(program);
  };
}

const cleanupLaser = initWebGLLaser(document.querySelector("[data-webgl-laser]"), {
  color: hexToRgb01(accent),
  xOffset: 0.0,
  coreWidth: 0.0045,
  glowWidth: 0.035,
  smokeDensity: 0.52,
  maxDpr: 1.5,
});

Tuning Knobs

  • Beam position: adjust xOffset; keep it in aspect-correct centered UV space.
  • Beam thickness: tune coreWidth separately from glowWidth; keep the core extremely thin.
  • Color: derive color from the brand accent, then soften halo and smoke in shader.
  • Smoke density: tune smokeDensity, FBM scale, drift speed, scatter width, and edge falloff.
  • Performance: reduce FBM octaves or cap maxDpr before changing the visual structure.

Taste Rules

  • The hottest beam core stays near white.
  • The halo and fog use the design's primary or strongest accent color.
  • Smoke blooms near the beam and dissipates outward.
  • Pulse affects glow only; avoid rapid flicker.
  • Content readability wins over bloom, haze, or cinematic drama.

Avoid

  • Hardcoding blue when the design uses another primary color.
  • Making the beam thick enough to read as a glowing bar.
  • Generic full-screen fog that is not concentrated around the beam.
  • Turning the effect into a Three.js scene, particle explosion, or multicolor neon background.
  • Letting the canvas intercept pointer events.
  • Dense fog or extreme bloom that washes out foreground UI.

© boraoztunc, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in webgl-laser of boraoztunc/skills.

Open the folder on GitHubat commit 645553c

Used in 2 other repositories

We found 2 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 2 other GitHub owners. This page covers the copy in boraoztunc/skills, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Webgl Laser next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Webgl Laser compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Webgl Laser this skillboraoztunc/skills3972 repos~2.4kAutomated safety check: PassApache-2.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Webgl Laser

What does Webgl Laser do?

Create a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam. Webgl Laser is an agent skill from boraoztunc/skills. Create a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam.

When should I use Webgl Laser?

Webgl Laser fits situations like: tasks that involve 3D graphics and WebGL.

How do I install Webgl Laser in Claude Code?

Run `npx skills add boraoztunc/skills --skill webgl-laser -a claude-code`. Or copy the skill folder (webgl-laser in boraoztunc/skills) into .claude/skills/webgl-laser in your project. Claude Code loads it when a task matches its description.

How do I install Webgl Laser in Codex?

Run `npx skills add boraoztunc/skills --skill webgl-laser -a codex`. Or copy the skill folder (webgl-laser in boraoztunc/skills) into .agents/skills/webgl-laser in your project. Codex loads it when a task matches its description.

Can I use Webgl Laser in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add boraoztunc/skills --skill webgl-laser -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/webgl-laser, .gemini/skills/webgl-laser, .github/skills/webgl-laser and .opencode/skills/webgl-laser in your project.

What does Webgl Laser need to run?

SKILL.md names no scripts, command-line tools or credentials: Webgl Laser is instructions for the agent only.

Does Webgl Laser access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Webgl Laser safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Webgl Laser use?

Webgl Laser is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Webgl Laser use?

About 2.4k tokens (SKILL.md is roughly 9.4k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Webgl Laser?

Skills that share tags, products or a category with Webgl Laser: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Webgl Laser?

boraoztunc (a GitHub user) maintains it in boraoztunc/skills, which has 397 GitHub stars. The repository holds 52 skills in this directory. The repository was last updated on August 15, 2026.

Source: boraoztunc/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.