ext-apps/examples/shadertoy-server
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Olivier Chafik 574a768e09
feat: add example gallery with auto-generated screenshots (#253)
* feat: add script to generate 300x300 grid-cell.png screenshots for examples

- Add generate-grid-screenshots.spec.ts Playwright test to capture screenshots
- Add npm run generate:screenshots command (Docker-based for Santa compatibility)
- Add sharp dependency for image resizing with centered-fill mode
- Generate grid-cell.png for 14 example servers (only React for basic-server-* series)

The screenshots are 300x300 PNG images cropped with centered fill mode,
suitable for use in a grid layout showcasing the examples.

* docs: add example gallery grid to README

Add a 3-column visual grid showcasing 14 example MCP Apps with:
- Thumbnail screenshots (300x300 grid-cell.png)
- Clickable links to example directories
- Hover tooltips with brief descriptions

Organized by visual impact: 3D/WebGL examples first, then
visualizations, charts, monitoring, and starter templates.

* fix: use aspect-fit instead of crop for screenshots

Change from fit: 'cover' (crops) to fit: 'contain' (letterbox)
so the full app content is visible without cropping.

* feat: improve screenshot generation

- Constrain viewport to 500px width for consistent rendering
- Wait 5 seconds for full app load (tiles, animations, data)
- Screenshot just the inner iframe (no extra whitespace)
- Save both screenshot.png (full-size) and grid-cell.png (300x300 thumbnail)
- Use contain mode to preserve aspect ratio

* fix: use cover mode with top alignment for grid thumbnails

No letterboxing - crops to fill 300x300, aligned to top so headers
and important content are always visible.

* feat: improve screenshot gallery

- Remove integration-server from gallery (it's for E2E testing only)
- Add 30s extra wait for Map and Video servers to load fully
- Improve Three.js default scene: isometric rotation + better lighting
- Update README: Starter Templates row with links to all framework variants
  (React, Vue, Svelte, Preact, Solid, Vanilla JS)
- Regenerate all screenshots with updated settings

* fix: improve README gallery layout

- Fix uneven column widths by using minimal separator
- Move Starter Templates to separate 2-cell table with description
- Add screenshot.png to top of each example README (13 examples)
- Shorten tooltips for cleaner table

* revert to document.write again; cesiumjs doesn't like srcdoc, period.

* fix: map-server screenshot now renders properly

- Merged ochafik/post-fixes which reverts sandbox from srcdoc to document.write
  (CesiumJS doesn't work with srcdoc iframes)
- Fixed map-server name in screenshot test ('Map Server' not 'CesiumJS Map Server')
- Simplified screenshot generation script (removed complex debugging code)
- Increased map-server wait time to 45s for reliable tile loading
- Regenerated all 13 screenshots

* fix: remove redundant screenshots from READMEs

Remove the simple \![Screenshot](screenshot.png) line from READMEs that
already had nicer HTML table screenshots. Keep it only for examples
that didn't have existing screenshots.

* docs: move gallery to Examples section

- Move screenshot gallery from top of README to Examples section
- Remove redundant list of basic examples (now shown visually in gallery)
- Clean up duplicate run instructions

* fix: remove empty header row from starter templates table

* fix: remove empty header rows from both tables

* fix: add prettier-ignore to prevent table header expansion

* feat: use custom screenshot for video-resource-server

- Use better screenshot from PR #253 comment showing actual video playback
- Skip video-resource-server in screenshot generation script
- Add SKIP_SERVERS set for manually maintained screenshots

* fix: revert unrelated map-server name change

* fix: use correct server name 'CesiumJS Map Server' in screenshot test
2026-01-13 15:12:18 +00:00
..
src Add shadertoy-server example for WebGL shader rendering (#226) 2026-01-12 18:26:02 +00:00
grid-cell.png feat: add example gallery with auto-generated screenshots (#253) 2026-01-13 15:12:18 +00:00
mcp-app.html Add shadertoy-server example for WebGL shader rendering (#226) 2026-01-12 18:26:02 +00:00
package.json chore: release 0.4.0 (#249) 2026-01-12 22:40:24 +00:00
README.md feat: add example gallery with auto-generated screenshots (#253) 2026-01-13 15:12:18 +00:00
screenshot.png feat: add example gallery with auto-generated screenshots (#253) 2026-01-13 15:12:18 +00:00
server-utils.ts Add shadertoy-server example for WebGL shader rendering (#226) 2026-01-12 18:26:02 +00:00
server.ts Add shadertoy-server example for WebGL shader rendering (#226) 2026-01-12 18:26:02 +00:00
tsconfig.json Add shadertoy-server example for WebGL shader rendering (#226) 2026-01-12 18:26:02 +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