Add stdio transport configuration snippets near the top of each example README to help users quickly set up the servers in their MCP clients. - Node.js examples use npx with the published npm packages - Python qr-server uses uv with local path - Removed Claude Desktop-specific references from qr-server
186 lines
5.8 KiB
Markdown
186 lines
5.8 KiB
Markdown
# Example: ShaderToy Server
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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).
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<table>
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<tr>
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<td><a href="https://modelcontextprotocol.github.io/ext-apps/screenshots/shadertoy-server/01-gradient.png"><img src="https://modelcontextprotocol.github.io/ext-apps/screenshots/shadertoy-server/01-gradient.png" alt="Gradient" width="100%"></a></td>
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<td><a href="https://modelcontextprotocol.github.io/ext-apps/screenshots/shadertoy-server/02-kaleidoscope.png"><img src="https://modelcontextprotocol.github.io/ext-apps/screenshots/shadertoy-server/02-kaleidoscope.png" alt="Kaleidoscope" width="100%"></a></td>
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<td><a href="https://modelcontextprotocol.github.io/ext-apps/screenshots/shadertoy-server/03-fractal.png"><img src="https://modelcontextprotocol.github.io/ext-apps/screenshots/shadertoy-server/03-fractal.png" alt="Kaleidoscope" width="100%"></a></td>
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</tr>
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</table>
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## MCP Client Configuration
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Add to your MCP client configuration (stdio transport):
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```json
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{
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"mcpServers": {
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"shadertoy": {
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"command": "npx",
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"args": [
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"-y",
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"--silent",
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"--registry=https://registry.npmjs.org/",
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"@modelcontextprotocol/server-shadertoy",
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"--stdio"
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]
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}
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}
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}
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```
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## Features
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- **Real-time Rendering**: Renders GLSL shaders using WebGL 2.0
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- **ShaderToy Compatibility**: Uses the standard `mainImage(out vec4 fragColor, in vec2 fragCoord)` entry point
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- **Multi-pass Rendering**: Supports buffers A-D for feedback effects, blur chains, and simulations
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- **Standard Uniforms**: iResolution, iTime, iTimeDelta, iFrame, iMouse, iDate, iChannel0-3
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## Running
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1. Install dependencies:
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```bash
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npm install
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```
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2. Build and start the server:
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```bash
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npm run start:http # for Streamable HTTP transport
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# OR
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npm run start:stdio # for stdio transport
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```
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3. View using the [`basic-host`](https://github.com/modelcontextprotocol/ext-apps/tree/main/examples/basic-host) example or another MCP Apps-compatible host.
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### Tool Input Examples
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**Gradient with Time:**
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```glsl
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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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```
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_Tool input:_
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```json
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{
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"fragmentShader": "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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```
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**Kaleidoscope**:
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```glsl
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
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float segments = 6.0;
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float zoom = 1.0 + 0.3 * sin(iTime * 0.2);
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float angle = atan(uv.y, uv.x) + iTime * 0.3;
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float r = length(uv) * zoom;
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angle = mod(angle, 6.28 / segments);
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angle = abs(angle - 3.14 / segments);
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vec2 p = vec2(cos(angle), sin(angle)) * r;
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p += iTime * 0.1;
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float v = sin(p.x * 10.0) * sin(p.y * 10.0);
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v += sin(length(p) * 15.0 - iTime * 2.0);
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v += sin(p.x * 5.0 + p.y * 7.0 + iTime);
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vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime);
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fragColor = vec4(col, 1.0);
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}
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```
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_Tool input:_
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```json
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{
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"fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
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float segments = 6.0;
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float zoom = 1.0 + 0.3 * sin(iTime * 0.2);
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float angle = atan(uv.y, uv.x) + iTime * 0.3;
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float r = length(uv) * zoom;
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angle = mod(angle, 6.28 / segments);
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angle = abs(angle - 3.14 / segments);
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vec2 p = vec2(cos(angle), sin(angle)) * r;
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p += iTime * 0.1;
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float v = sin(p.x * 10.0) * sin(p.y * 10.0);
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v += sin(length(p) * 15.0 - iTime * 2.0);
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v += sin(p.x * 5.0 + p.y * 7.0 + iTime);
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vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime);
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fragColor = vec4(col, 1.0);
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}"
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}
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```
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**Interactive Julia Set** (mouse controls the fractal's c parameter):
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```glsl
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;
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vec2 mouse = (iMouse.xy / iResolution.xy - 0.5) * 2.0;
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vec2 c = mouse;
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vec2 z = uv;
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float iter = 0.0;
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for (int i = 0; i < 100; i++) {
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z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c;
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if (dot(z, z) > 4.0) break;
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iter++;
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}
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float t = iter / 100.0;
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vec3 col = 0.5 + 0.5 * cos(3.0 + t * 6.28 * 2.0 + vec3(0.0, 0.6, 1.0));
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if (iter == 100.0) col = vec3(0.0);
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fragColor = vec4(col, 1.0);
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}
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```
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_Tool input:_
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```json
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{
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"fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;
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vec2 mouse = (iMouse.xy / iResolution.xy - 0.5) * 2.0;
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vec2 c = mouse;
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vec2 z = uv;
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float iter = 0.0;
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for (int i = 0; i < 100; i++) {
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z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c;
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if (dot(z, z) > 4.0) break;
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iter++;
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}
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float t = iter / 100.0;
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vec3 col = 0.5 + 0.5 * cos(3.0 + t * 6.28 * 2.0 + vec3(0.0, 0.6, 1.0));
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if (iter == 100.0) col = vec3(0.0);
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fragColor = vec4(col, 1.0);
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}"
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}
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```
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## Architecture
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### Server (`server.ts`)
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Exposes a single `render-shadertoy` tool that accepts:
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- `fragmentShader`: Main Image shader code (required)
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- `common`: Shared code across all shaders (optional)
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- `bufferA`: Buffer A shader, accessible as iChannel0 (optional)
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- `bufferB`: Buffer B shader, accessible as iChannel1 (optional)
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- `bufferC`: Buffer C shader, accessible as iChannel2 (optional)
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- `bufferD`: Buffer D shader, accessible as iChannel3 (optional)
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### App (`src/mcp-app.ts`)
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- Receives shader code via `ontoolinput` handler
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- Uses ShaderToyLite.js for WebGL rendering
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- Displays compilation errors in an overlay
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