Merge remote-tracking branch 'origin/main' into ochafik/readme-mcp-config
This commit is contained in:
commit
5ef3120e0c
6 changed files with 2711 additions and 217 deletions
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@ -36,6 +36,7 @@ Add to your MCP client configuration (stdio transport):
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- **Real-time Rendering**: Renders GLSL shaders using WebGL 2.0
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- **ShaderToy Compatibility**: Uses the standard `mainImage(out vec4 fragColor, in vec2 fragCoord)` entry point
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- **Multi-pass Rendering**: Supports buffers A-D for feedback effects, blur chains, and simulations
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- **Mouse & Touch Interaction**: Full iMouse support with click detection (works on mobile)
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- **Standard Uniforms**: iResolution, iTime, iTimeDelta, iFrame, iMouse, iDate, iChannel0-3
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## Running
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@ -122,13 +123,20 @@ _Tool input:_
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}
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```
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**Interactive Julia Set** (mouse controls the fractal's c parameter):
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**Interactive Julia Set** (click and drag to control the fractal's c parameter):
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```glsl
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;
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vec2 mouse = (iMouse.xy / iResolution.xy - 0.5) * 2.0;
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vec2 c = mouse;
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// Use mouse position if clicked, otherwise use animated default
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vec2 c;
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if (iMouse.z > 0.0) {
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// Mouse is pressed - use mouse position
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c = (iMouse.xy / iResolution.xy - 0.5) * 2.0;
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} else {
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// Not pressed - animate around an interesting region
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c = vec2(-0.8 + 0.2 * sin(iTime * 0.5), 0.156 + 0.1 * cos(iTime * 0.7));
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}
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vec2 z = uv;
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float iter = 0.0;
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for (int i = 0; i < 100; i++) {
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@ -147,25 +155,33 @@ _Tool input:_
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```json
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{
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"fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;
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vec2 mouse = (iMouse.xy / iResolution.xy - 0.5) * 2.0;
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vec2 c = mouse;
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vec2 z = uv;
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float iter = 0.0;
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for (int i = 0; i < 100; i++) {
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z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c;
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if (dot(z, z) > 4.0) break;
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iter++;
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}
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float t = iter / 100.0;
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vec3 col = 0.5 + 0.5 * cos(3.0 + t * 6.28 * 2.0 + vec3(0.0, 0.6, 1.0));
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if (iter == 100.0) col = vec3(0.0);
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fragColor = vec4(col, 1.0);
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}"
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"fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;\n vec2 c;\n if (iMouse.z > 0.0) {\n c = (iMouse.xy / iResolution.xy - 0.5) * 2.0;\n } else {\n c = vec2(-0.8 + 0.2 * sin(iTime * 0.5), 0.156 + 0.1 * cos(iTime * 0.7));\n }\n vec2 z = uv;\n float iter = 0.0;\n for (int i = 0; i < 100; i++) {\n z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c;\n if (dot(z, z) > 4.0) break;\n iter++;\n }\n float t = iter / 100.0;\n vec3 col = 0.5 + 0.5 * cos(3.0 + t * 6.28 * 2.0 + vec3(0.0, 0.6, 1.0));\n if (iter == 100.0) col = vec3(0.0);\n fragColor = vec4(col, 1.0);\n}"
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}
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```
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## Mouse & Touch Interaction
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The `iMouse` uniform provides interactive input, compatible with the official Shadertoy specification:
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| Component | When Button Down | After Release | Never Clicked |
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| ----------- | ---------------------- | ---------------- | ------------- |
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| `iMouse.xy` | Current position | Last position | `(0, 0)` |
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| `iMouse.zw` | Click start (positive) | Negated (-x, -y) | `(0, 0)` |
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**Detecting button state:**
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```glsl
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if (iMouse.z > 0.0) {
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// Button/touch is currently held down
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} else if (iMouse.z < 0.0) {
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// Button was released (can use abs(iMouse.zw) for last click position)
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} else {
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// Never clicked - show default state or animate
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}
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```
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Touch events are automatically supported for mobile devices.
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## Architecture
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### Server (`server.ts`)
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@ -9,6 +9,7 @@
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<body>
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<main class="main">
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<canvas id="canvas"></canvas>
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<pre id="code-preview"></pre>
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<button id="fullscreen-btn" class="fullscreen-btn" title="Toggle fullscreen">
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<svg class="expand-icon" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2">
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<path d="M8 3H5a2 2 0 0 0-2 2v3m18 0V5a2 2 0 0 0-2-2h-3m0 18h3a2 2 0 0 0 2-2v-3M3 16v3a2 2 0 0 0 2 2h3"/>
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@ -33,10 +33,24 @@ AVAILABLE UNIFORMS:
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- iTime (float): elapsed time in seconds
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- iTimeDelta (float): time since last frame
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- iFrame (int): frame counter
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- iMouse (vec4): mouse position (xy=current, zw=click)
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- iMouse (vec4): mouse/touch position in pixels (see MOUSE INTERACTION below)
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- iDate (vec4): year, month, day, seconds
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- iChannel0-3 (sampler2D): buffer inputs for multi-pass shaders
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MOUSE INTERACTION:
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The iMouse uniform provides interactive mouse/touch input (works on mobile):
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- iMouse.xy: Current position while button/touch is held down (frozen on release)
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- iMouse.zw: Click start position (positive when down, negative when released)
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- iMouse.z > 0: Button is currently pressed
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- iMouse.z < 0: Button was released
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- iMouse.z == 0: Never clicked
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Example - camera control:
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vec2 uv = iMouse.xy / iResolution.xy; // normalized 0-1
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Example - detect click:
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if (iMouse.z > 0.0) { /* button is down */ }
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MULTI-PASS RENDERING:
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- Use bufferA-D parameters for feedback effects, blur chains, simulations
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- BufferA output -> iChannel0, BufferB -> iChannel1, etc.
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@ -11,6 +11,12 @@ html, body {
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width: 100%;
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height: 100%;
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min-height: 400px;
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border-radius: var(--border-radius-lg);
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overflow: hidden;
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}
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.main.fullscreen {
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border-radius: 0;
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}
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#canvas {
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@ -19,6 +25,34 @@ html, body {
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display: block;
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}
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#canvas.hidden {
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display: none;
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}
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#code-preview {
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display: none;
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width: 100%;
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height: 100%;
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margin: 0;
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padding: 16px;
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box-sizing: border-box;
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overflow: auto;
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background: linear-gradient(
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135deg,
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var(--color-background-secondary) 0%,
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var(--color-background-tertiary) 100%
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);
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color: var(--color-text-ghost);
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font-family: var(--font-mono);
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font-size: var(--font-text-xs-size);
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line-height: var(--font-text-xs-line-height);
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white-space: pre-wrap;
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}
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#code-preview.visible {
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display: block;
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}
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/* Fullscreen button */
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.fullscreen-btn {
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position: absolute;
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@ -1,7 +1,12 @@
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/**
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* ShaderToy renderer MCP App using ShaderToyLite.js
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*/
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import { App, type McpUiHostContext } from "@modelcontextprotocol/ext-apps";
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import {
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App,
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type McpUiHostContext,
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applyHostStyleVariables,
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applyDocumentTheme,
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} from "@modelcontextprotocol/ext-apps";
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import "./global.css";
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import "./mcp-app.css";
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import ShaderToyLite, {
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@ -34,6 +39,7 @@ const log = {
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// Get element references
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const mainEl = document.querySelector(".main") as HTMLElement;
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const canvas = document.getElementById("canvas") as HTMLCanvasElement;
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const codePreview = document.getElementById("code-preview") as HTMLPreElement;
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const fullscreenBtn = document.getElementById(
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"fullscreen-btn",
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) as HTMLButtonElement;
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@ -49,8 +55,12 @@ function resizeCanvas() {
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resizeCanvas();
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window.addEventListener("resize", resizeCanvas);
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// Handle host context changes (display mode)
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// Handle host context changes (display mode, styling)
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function handleHostContextChanged(ctx: McpUiHostContext) {
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// Apply host styling
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if (ctx.theme) applyDocumentTheme(ctx.theme);
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if (ctx.styles?.variables) applyHostStyleVariables(ctx.styles.variables);
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// Note: We ignore safeAreaInsets to maximize shader display area
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// Show fullscreen button if available (only update if field is present)
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@ -112,9 +122,22 @@ app.onteardown = async () => {
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return {};
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};
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app.ontoolinputpartial = (params) => {
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// Show code preview, hide canvas
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codePreview.classList.add("visible");
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canvas.classList.add("hidden");
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const code = params.arguments?.fragmentShader;
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codePreview.textContent = typeof code === "string" ? code : "";
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codePreview.scrollTop = codePreview.scrollHeight;
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};
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app.ontoolinput = (params) => {
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log.info("Received shader input");
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// Hide code preview, show canvas
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codePreview.classList.remove("visible");
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canvas.classList.remove("hidden");
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if (!isShaderInput(params.arguments)) {
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log.error("Invalid tool input");
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return;
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@ -162,6 +185,18 @@ app.onerror = log.error;
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app.onhostcontextchanged = handleHostContextChanged;
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// Pause/resume shader based on visibility
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const observer = new IntersectionObserver((entries) => {
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entries.forEach((entry) => {
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if (entry.isIntersecting) {
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shaderToy?.play();
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} else {
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shaderToy?.pause();
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}
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});
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});
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observer.observe(mainEl);
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// Connect to host
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app.connect().then(() => {
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log.info("Connected to host");
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@ -90,7 +90,10 @@ function ShaderToyLite(canvasId) {
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// uniforms
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var iFrame = 0;
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// iMouse state: xy = current position (only updates when button down)
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// zw = click start position (positive when down, negative when released)
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var iMouse = {x: 0, y: 0, clickX: 0, clickY: 0};
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var isMouseDown = false;
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// shader common source
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var common = "";
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@ -145,19 +148,75 @@ function ShaderToyLite(canvasId) {
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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});
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// Mouse event handlers - match official Shadertoy iMouse behavior:
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// iMouse.xy: current position (only updates when button is down)
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// iMouse.zw: click position (positive when down, negated when released)
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canvas.addEventListener("mousemove", (event) => {
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iMouse.x = event.offsetX;
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iMouse.y = canvas.height - event.offsetY;
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if (isMouseDown) {
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iMouse.x = event.offsetX;
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iMouse.y = canvas.height - event.offsetY;
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}
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});
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canvas.addEventListener("mousedown", (event) => {
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iMouse.clickX = event.offsetX;
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iMouse.clickY = canvas.height - event.offsetY;
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isMouseDown = true;
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var x = event.offsetX;
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var y = canvas.height - event.offsetY;
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iMouse.x = x;
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iMouse.y = y;
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iMouse.clickX = x;
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iMouse.clickY = y;
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});
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canvas.addEventListener("mouseup", () => {
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iMouse.clickX = 0;
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iMouse.clickY = 0;
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isMouseDown = false;
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// Negate click position to indicate button released (Shadertoy convention)
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iMouse.clickX = -Math.abs(iMouse.clickX);
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iMouse.clickY = -Math.abs(iMouse.clickY);
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});
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// Prevent context menu on right-click to avoid interrupting interaction
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canvas.addEventListener("contextmenu", (event) => {
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event.preventDefault();
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});
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// Touch support for mobile devices
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canvas.addEventListener("touchstart", (event) => {
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event.preventDefault();
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if (event.touches.length > 0) {
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var touch = event.touches[0];
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var rect = canvas.getBoundingClientRect();
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var x = touch.clientX - rect.left;
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var y = canvas.height - (touch.clientY - rect.top);
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isMouseDown = true;
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iMouse.x = x;
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iMouse.y = y;
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iMouse.clickX = x;
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iMouse.clickY = y;
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}
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}, { passive: false });
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canvas.addEventListener("touchmove", (event) => {
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event.preventDefault();
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if (isMouseDown && event.touches.length > 0) {
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var touch = event.touches[0];
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var rect = canvas.getBoundingClientRect();
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iMouse.x = touch.clientX - rect.left;
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iMouse.y = canvas.height - (touch.clientY - rect.top);
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}
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}, { passive: false });
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canvas.addEventListener("touchend", (event) => {
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event.preventDefault();
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isMouseDown = false;
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iMouse.clickX = -Math.abs(iMouse.clickX);
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iMouse.clickY = -Math.abs(iMouse.clickY);
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}, { passive: false });
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canvas.addEventListener("touchcancel", () => {
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isMouseDown = false;
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iMouse.clickX = -Math.abs(iMouse.clickX);
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iMouse.clickY = -Math.abs(iMouse.clickY);
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});
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}
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