ext-apps/examples/shadertoy-server/README.md
Olivier Chafik cce8d5c7a3
docs: add MCP client configuration to example READMEs
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
2026-01-16 14:00:57 +00:00

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# Example: ShaderToy Server
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).
<table>
<tr>
<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>
<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>
<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>
</tr>
</table>
## MCP Client Configuration
Add to your MCP client configuration (stdio transport):
```json
{
"mcpServers": {
"shadertoy": {
"command": "npx",
"args": [
"-y",
"--silent",
"--registry=https://registry.npmjs.org/",
"@modelcontextprotocol/server-shadertoy",
"--stdio"
]
}
}
}
```
## 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:
```bash
npm install
```
2. Build and start the server:
```bash
npm run start:http # for Streamable HTTP transport
# OR
npm run start:stdio # for stdio transport
```
3. View using the [`basic-host`](https://github.com/modelcontextprotocol/ext-apps/tree/main/examples/basic-host) example or another MCP Apps-compatible host.
### Tool Input Examples
**Gradient with Time:**
```glsl
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:_
```json
{
"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**:
```glsl
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:_
```json
{
"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):
```glsl
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:_
```json
{
"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