158 lines
4.9 KiB
TypeScript
158 lines
4.9 KiB
TypeScript
import {
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registerAppResource,
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registerAppTool,
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RESOURCE_MIME_TYPE,
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} from "@modelcontextprotocol/ext-apps/server";
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import {
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McpServer,
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type CallToolResult,
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type ReadResourceResult,
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} from "@modelcontextprotocol/server";
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import fs from "node:fs/promises";
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import path from "node:path";
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import { z } from "zod";
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// Works both from source (server.ts) and compiled (dist/server.js)
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const DIST_DIR = import.meta.filename.endsWith(".ts")
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? path.join(import.meta.dirname, "dist")
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: import.meta.dirname;
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const TOOL_DESCRIPTION = `Renders a ShaderToy-compatible GLSL fragment shader in real-time using WebGL 2.0.
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SHADER FORMAT (ShaderToy conventions):
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Use ShaderToy's mainImage entry point - do NOT use generic GLSL conventions.
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord / iResolution.xy;
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fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);
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}
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Do NOT use: void main(), gl_FragColor, gl_FragCoord - these will not work.
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AVAILABLE UNIFORMS:
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- iResolution (vec3): viewport resolution in pixels
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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/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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- Buffers can sample their own previous frame for feedback loops
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LIMITATIONS - Do NOT use:
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- External textures (generate noise/patterns procedurally)
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- Keyboard input (iKeyboard not available)
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- Audio/microphone input
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- VR features (mainVR not available)
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For procedural noise:
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float hash(vec2 p) { return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453); }
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The widget is interactive and exposes tools for updating shader source code and querying compilation status. Compilation errors are sent to model context automatically.`;
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const DEFAULT_FRAGMENT_SHADER = `void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = fragCoord / iResolution.xy;
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fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);
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}`;
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/**
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* Creates a new MCP server instance with tools and resources registered.
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*/
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export function createServer(): McpServer {
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const server = new McpServer({
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name: "ShaderToy Server",
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version: "1.0.0",
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});
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const resourceUri = "ui://shadertoy/mcp-app.html";
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// Register the render-shadertoy tool with UI metadata
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registerAppTool(
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server,
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"render-shadertoy",
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{
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title: "ShaderToy Renderer",
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description: TOOL_DESCRIPTION,
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inputSchema: z.object({
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fragmentShader: z
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.string()
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.default(DEFAULT_FRAGMENT_SHADER)
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.describe("Main Image shader - ShaderToy GLSL code"),
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common: z
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.string()
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.optional()
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.describe("Common code shared across all shaders (optional)"),
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bufferA: z
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.string()
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.optional()
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.describe(
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"Buffer A shader code - accessible as iChannel0 (optional)",
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),
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bufferB: z
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.string()
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.optional()
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.describe(
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"Buffer B shader code - accessible as iChannel1 (optional)",
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),
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bufferC: z
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.string()
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.optional()
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.describe(
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"Buffer C shader code - accessible as iChannel2 (optional)",
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),
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bufferD: z
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.string()
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.optional()
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.describe(
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"Buffer D shader code - accessible as iChannel3 (optional)",
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),
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}),
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_meta: { ui: { resourceUri } },
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},
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async (): Promise<CallToolResult> => {
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// Tool execution returns success - actual rendering happens in the UI
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return {
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content: [{ type: "text", text: "Shader rendered successfully" }],
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};
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},
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);
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// Register the resource which returns the bundled HTML/JavaScript for the UI
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registerAppResource(
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server,
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resourceUri,
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resourceUri,
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{ mimeType: RESOURCE_MIME_TYPE },
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async (): Promise<ReadResourceResult> => {
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const html = await fs.readFile(
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path.join(DIST_DIR, "mcp-app.html"),
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"utf-8",
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);
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return {
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contents: [
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{ uri: resourceUri, mimeType: RESOURCE_MIME_TYPE, text: html },
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],
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};
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},
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);
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return server;
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}
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