ext-apps/examples/shadertoy-server/server.ts
2026-07-14 17:07:30 -07:00

158 lines
4.9 KiB
TypeScript

import {
registerAppResource,
registerAppTool,
RESOURCE_MIME_TYPE,
} from "@modelcontextprotocol/ext-apps/server";
import {
McpServer,
type CallToolResult,
type ReadResourceResult,
} from "@modelcontextprotocol/server";
import fs from "node:fs/promises";
import path from "node:path";
import { z } from "zod";
// Works both from source (server.ts) and compiled (dist/server.js)
const DIST_DIR = import.meta.filename.endsWith(".ts")
? path.join(import.meta.dirname, "dist")
: import.meta.dirname;
const TOOL_DESCRIPTION = `Renders a ShaderToy-compatible GLSL fragment shader in real-time using WebGL 2.0.
SHADER FORMAT (ShaderToy conventions):
Use ShaderToy's mainImage entry point - do NOT use generic GLSL conventions.
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);
}
Do NOT use: void main(), gl_FragColor, gl_FragCoord - these will not work.
AVAILABLE UNIFORMS:
- iResolution (vec3): viewport resolution in pixels
- iTime (float): elapsed time in seconds
- iTimeDelta (float): time since last frame
- iFrame (int): frame counter
- iMouse (vec4): mouse/touch position in pixels (see MOUSE INTERACTION below)
- iDate (vec4): year, month, day, seconds
- iChannel0-3 (sampler2D): buffer inputs for multi-pass shaders
MOUSE INTERACTION:
The iMouse uniform provides interactive mouse/touch input (works on mobile):
- iMouse.xy: Current position while button/touch is held down (frozen on release)
- iMouse.zw: Click start position (positive when down, negative when released)
- iMouse.z > 0: Button is currently pressed
- iMouse.z < 0: Button was released
- iMouse.z == 0: Never clicked
Example - camera control:
vec2 uv = iMouse.xy / iResolution.xy; // normalized 0-1
Example - detect click:
if (iMouse.z > 0.0) { /* button is down */ }
MULTI-PASS RENDERING:
- Use bufferA-D parameters for feedback effects, blur chains, simulations
- BufferA output -> iChannel0, BufferB -> iChannel1, etc.
- Buffers can sample their own previous frame for feedback loops
LIMITATIONS - Do NOT use:
- External textures (generate noise/patterns procedurally)
- Keyboard input (iKeyboard not available)
- Audio/microphone input
- VR features (mainVR not available)
For procedural noise:
float hash(vec2 p) { return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453); }
The widget is interactive and exposes tools for updating shader source code and querying compilation status. Compilation errors are sent to model context automatically.`;
const DEFAULT_FRAGMENT_SHADER = `void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);
}`;
/**
* Creates a new MCP server instance with tools and resources registered.
*/
export function createServer(): McpServer {
const server = new McpServer({
name: "ShaderToy Server",
version: "1.0.0",
});
const resourceUri = "ui://shadertoy/mcp-app.html";
// Register the render-shadertoy tool with UI metadata
registerAppTool(
server,
"render-shadertoy",
{
title: "ShaderToy Renderer",
description: TOOL_DESCRIPTION,
inputSchema: z.object({
fragmentShader: z
.string()
.default(DEFAULT_FRAGMENT_SHADER)
.describe("Main Image shader - ShaderToy GLSL code"),
common: z
.string()
.optional()
.describe("Common code shared across all shaders (optional)"),
bufferA: z
.string()
.optional()
.describe(
"Buffer A shader code - accessible as iChannel0 (optional)",
),
bufferB: z
.string()
.optional()
.describe(
"Buffer B shader code - accessible as iChannel1 (optional)",
),
bufferC: z
.string()
.optional()
.describe(
"Buffer C shader code - accessible as iChannel2 (optional)",
),
bufferD: z
.string()
.optional()
.describe(
"Buffer D shader code - accessible as iChannel3 (optional)",
),
}),
_meta: { ui: { resourceUri } },
},
async (): Promise<CallToolResult> => {
// Tool execution returns success - actual rendering happens in the UI
return {
content: [{ type: "text", text: "Shader rendered successfully" }],
};
},
);
// Register the resource which returns the bundled HTML/JavaScript for the UI
registerAppResource(
server,
resourceUri,
resourceUri,
{ mimeType: RESOURCE_MIME_TYPE },
async (): Promise<ReadResourceResult> => {
const html = await fs.readFile(
path.join(DIST_DIR, "mcp-app.html"),
"utf-8",
);
return {
contents: [
{ uri: resourceUri, mimeType: RESOURCE_MIME_TYPE, text: html },
],
};
},
);
return server;
}