* 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>
139 lines
4.1 KiB
TypeScript
139 lines
4.1 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 { McpServer } from "@modelcontextprotocol/sdk/server/mcp.js";
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import type {
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CallToolResult,
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ReadResourceResult,
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} from "@modelcontextprotocol/sdk/types.js";
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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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const DIST_DIR = path.join(import.meta.dirname, "dist");
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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 position (xy=current, zw=click)
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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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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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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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