# Example: ShaderToy Server
A demo MCP App that renders [ShaderToy](https://www.shadertoy.com/)-compatible GLSL fragment shaders in real-time using WebGL 2.0 and [ShaderToyLite.js](https://github.com/nickoala/ShaderToyLite).
## MCP Client Configuration
Add to your MCP client configuration (stdio transport):
```json
{
"mcpServers": {
"shadertoy": {
"command": "npx",
"args": [
"-y",
"--silent",
"--registry=https://registry.npmjs.org/",
"@modelcontextprotocol/server-shadertoy",
"--stdio"
]
}
}
}
```
### Local Development
To test local modifications, use this configuration (replace `~/code/ext-apps` with your clone path):
```json
{
"mcpServers": {
"shadertoy": {
"command": "bash",
"args": [
"-c",
"cd ~/code/ext-apps/examples/shadertoy-server && npm run build >&2 && node dist/index.js --stdio"
]
}
}
}
```
## Features
- **Real-time Rendering**: Renders GLSL shaders using WebGL 2.0
- **ShaderToy Compatibility**: Uses the standard `mainImage(out vec4 fragColor, in vec2 fragCoord)` entry point
- **Multi-pass Rendering**: Supports buffers A-D for feedback effects, blur chains, and simulations
- **Mouse & Touch Interaction**: Full iMouse support with click detection (works on mobile)
- **Standard Uniforms**: iResolution, iTime, iTimeDelta, iFrame, iMouse, iDate, iChannel0-3
## Running
1. Install dependencies:
```bash
npm install
```
2. Build and start the server:
```bash
npm run start:http # for Streamable HTTP transport
# OR
npm run start:stdio # for stdio transport
```
3. View using the [`basic-host`](https://github.com/modelcontextprotocol/ext-apps/tree/main/examples/basic-host) example or another MCP Apps-compatible host.
### Tool Input Examples
**Gradient with Time:**
```glsl
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);
}
```
_Tool input:_
```json
{
"fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = fragCoord / iResolution.xy;\n fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);\n}"
}
```
**Kaleidoscope**:
```glsl
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float segments = 6.0;
float zoom = 1.0 + 0.3 * sin(iTime * 0.2);
float angle = atan(uv.y, uv.x) + iTime * 0.3;
float r = length(uv) * zoom;
angle = mod(angle, 6.28 / segments);
angle = abs(angle - 3.14 / segments);
vec2 p = vec2(cos(angle), sin(angle)) * r;
p += iTime * 0.1;
float v = sin(p.x * 10.0) * sin(p.y * 10.0);
v += sin(length(p) * 15.0 - iTime * 2.0);
v += sin(p.x * 5.0 + p.y * 7.0 + iTime);
vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime);
fragColor = vec4(col, 1.0);
}
```
_Tool input:_
```json
{
"fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;\n float segments = 6.0;\n float zoom = 1.0 + 0.3 * sin(iTime * 0.2);\n float angle = atan(uv.y, uv.x) + iTime * 0.3;\n float r = length(uv) * zoom;\n angle = mod(angle, 6.28 / segments);\n angle = abs(angle - 3.14 / segments);\n vec2 p = vec2(cos(angle), sin(angle)) * r;\n p += iTime * 0.1;\n float v = sin(p.x * 10.0) * sin(p.y * 10.0);\n v += sin(length(p) * 15.0 - iTime * 2.0);\n v += sin(p.x * 5.0 + p.y * 7.0 + iTime);\n vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime);\n fragColor = vec4(col, 1.0);\n}"
}
```
**Interactive Julia Set** (click and drag to control the fractal's c parameter):
```glsl
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;
// Use mouse position if clicked, otherwise use animated default
vec2 c;
if (iMouse.z > 0.0) {
// Mouse is pressed - use mouse position
c = (iMouse.xy / iResolution.xy - 0.5) * 2.0;
} else {
// Not pressed - animate around an interesting region
c = vec2(-0.8 + 0.2 * sin(iTime * 0.5), 0.156 + 0.1 * cos(iTime * 0.7));
}
vec2 z = uv;
float iter = 0.0;
for (int i = 0; i < 100; i++) {
z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c;
if (dot(z, z) > 4.0) break;
iter++;
}
float t = iter / 100.0;
vec3 col = 0.5 + 0.5 * cos(3.0 + t * 6.28 * 2.0 + vec3(0.0, 0.6, 1.0));
if (iter == 100.0) col = vec3(0.0);
fragColor = vec4(col, 1.0);
}
```
_Tool input:_
```json
{
"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}"
}
```
## Mouse & Touch Interaction
The `iMouse` uniform provides interactive input, compatible with the official Shadertoy specification:
| Component | When Button Down | After Release | Never Clicked |
| ----------- | ---------------------- | ---------------- | ------------- |
| `iMouse.xy` | Current position | Last position | `(0, 0)` |
| `iMouse.zw` | Click start (positive) | Negated (-x, -y) | `(0, 0)` |
**Detecting button state:**
```glsl
if (iMouse.z > 0.0) {
// Button/touch is currently held down
} else if (iMouse.z < 0.0) {
// Button was released (can use abs(iMouse.zw) for last click position)
} else {
// Never clicked - show default state or animate
}
```
Touch events are automatically supported for mobile devices.
## Architecture
### Server (`server.ts`)
Exposes a single `render-shadertoy` tool that accepts:
- `fragmentShader`: Main Image shader code (required)
- `common`: Shared code across all shaders (optional)
- `bufferA`: Buffer A shader, accessible as iChannel0 (optional)
- `bufferB`: Buffer B shader, accessible as iChannel1 (optional)
- `bufferC`: Buffer C shader, accessible as iChannel2 (optional)
- `bufferD`: Buffer D shader, accessible as iChannel3 (optional)
### App (`src/mcp-app.ts`)
- Receives shader code via `ontoolinput` handler
- Uses ShaderToyLite.js for WebGL rendering
- Displays compilation errors in an overlay