ext-apps/examples/shadertoy-server
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Jerome 65a62a9fae
feat: compile example servers to JavaScript for npm consumption (#259)
* feat: compile example servers to JavaScript for npm consumption

Add TypeScript compilation for server code so the example packages can be
imported and used by consumers without requiring TypeScript compilation.

Changes:
- Add tsconfig.server.json to each example for compiling server code
- Update package.json exports to point to compiled dist/server/server.js
- Add types field pointing to dist/server/server.d.ts
- Update build scripts to include server compilation step
- Fix .ts import extensions to .js in customer-segmentation-server

This enables importing the createServer function from published packages:
  import { createServer } from '@modelcontextprotocol/server-basic-react';

* fix: add type assertion for Nominatim API response

* chore: regenerate schemas

* refactor: split server examples into library and binary entry points

- server.ts: exports createServer() only (library entry point)
- main.ts: entry point with main() that runs the server (binary)
- package.json: adds bin field for npx support, uses inline bun build
- tsconfig.server.json: emitDeclarationOnly, outputs to dist/

This allows:
1. Importing the server as a library: import { createServer } from '@modelcontextprotocol/server-basic-react'
2. Running with npx: npx @modelcontextprotocol/server-basic-react [--stdio]

Added migration script at scripts/migrate-server-examples.ts

* refactor: migrate remaining server examples to library/binary structure

Apply the same refactoring to all 13 remaining server examples:
- scenario-modeler-server, shadertoy-server, map-server
- cohort-heatmap-server, customer-segmentation-server, video-resource-server
- system-monitor-server, budget-allocator-server, sheet-music-server
- threejs-server, integration-server, transcript-server, wiki-explorer-server

Each now has:
- server.ts: exports createServer() (library)
- main.ts: runs the server (binary with shebang)
- bin field in package.json for npx support

* chore: remove unused server-utils.ts from video-resource-server/src

* update

* fix(build): make Windows-compatible by removing chmod and fixing bun externals

- Remove 'chmod +x dist/index.js' which doesn't exist on Windows
- Add '--external ./server.js' to prevent bun from treating the import as a second entry point

* fix(build): use .ts import for bun compatibility

- Change import from './server.js' to './server.ts' in main.ts files
- Remove --external flag since bun should inline everything
- Fixes Windows build where bun couldn't resolve .js to .ts properly

* fix(build): use --external for Windows bun compatibility

Bun on Windows incorrectly treats imported .ts files as entry points.
Use --external './server.js' to work around this, creating a runtime
dependency between index.js and server.js.

* style: fix prettier formatting in pdf-server/main.ts

* fix(build): remove quotes from --external for Windows cmd.exe compatibility

* fix(build): use glob pattern for --external to work on all platforms

The literal path --external ./server.js was not matching the import.
Using glob pattern --external "./server*" correctly externalizes the server module.

* fix(build): use */server.js pattern for --external

The "./server*" pattern was not matching on Windows.
Using "*/server.js" matches any path ending in /server.js which works cross-platform.

* fix(build): use *server.js pattern without slash for Windows compatibility

* update package-lock

* chore: regenerate package-lock.json for cross-platform compatibility

* fix(build): use ./server.js instead of glob pattern for Windows compatibility

* fix(build): use double quotes for banner to fix Windows cmd.exe compatibility

---------

Co-authored-by: Olivier Chafik <ochafik@anthropic.com>
2026-01-14 23:46:17 +00:00
..
src Add shadertoy-server example for WebGL shader rendering (#226) 2026-01-12 18:26:02 +00:00
.gitignore Improve consistency and organization of examples for AI learning 2026-01-13 20:48:02 -06:00
grid-cell.png feat(basic-host): URL params, fullscreen mode, unified layout (#266) 2026-01-14 22:09:41 +00:00
main.ts feat: compile example servers to JavaScript for npm consumption (#259) 2026-01-14 23:46:17 +00:00
mcp-app.html Add shadertoy-server example for WebGL shader rendering (#226) 2026-01-12 18:26:02 +00:00
package.json feat: compile example servers to JavaScript for npm consumption (#259) 2026-01-14 23:46:17 +00:00
README.md feat: add example gallery with auto-generated screenshots (#253) 2026-01-13 15:12:18 +00:00
screenshot.png feat(basic-host): URL params, fullscreen mode, unified layout (#266) 2026-01-14 22:09:41 +00:00
server.ts feat: compile example servers to JavaScript for npm consumption (#259) 2026-01-14 23:46:17 +00:00
tsconfig.json Add shadertoy-server example for WebGL shader rendering (#226) 2026-01-12 18:26:02 +00:00
tsconfig.server.json feat: compile example servers to JavaScript for npm consumption (#259) 2026-01-14 23:46:17 +00:00
vite.config.ts Add shadertoy-server example for WebGL shader rendering (#226) 2026-01-12 18:26:02 +00:00

Example: ShaderToy Server

A demo MCP App that renders ShaderToy-compatible GLSL fragment shaders in real-time using WebGL 2.0 and ShaderToyLite.js.

Gradient Kaleidoscope Kaleidoscope

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:

    npm install
    
  2. Build and start the server:

    npm run start:http  # for Streamable HTTP transport
    # OR
    npm run start:stdio  # for stdio transport
    
  3. View using the basic-host example or another MCP Apps-compatible host.

Tool Input Examples

Gradient with Time:

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:

{
  "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:

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:

{
  "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):

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:

{
  "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