# 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).
Gradient Kaleidoscope Kaleidoscope
## 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" ] } } } ``` ## 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 - **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) { vec2 uv = fragCoord / iResolution.xy; fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0); }" } ``` **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) { 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); }" } ``` **Interactive Julia Set** (mouse controls 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; vec2 mouse = (iMouse.xy / iResolution.xy - 0.5) * 2.0; vec2 c = mouse; 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) { vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5; vec2 mouse = (iMouse.xy / iResolution.xy - 0.5) * 2.0; vec2 c = mouse; 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); }" } ``` ## 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