ext-apps/examples/shadertoy-server
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Mel Ludowise 83d82a1caa
fix(examples): improve mobile support for map, pdf, and threejs examples (#555)
* Fix touch gesture conflicts in WebGL example apps on mobile

* Format with prettier

* fix(examples): improve mobile support for map, pdf, and threejs examples

- map-server: fullscreen button respects safe area insets, hover/opacity
  pattern with always-visible on touch devices
- pdf-server: fit-to-width scale for narrow viewports, responsive toolbar
  with compact controls on mobile, safe area in fullscreen toolbar via
  CSS custom properties
- threejs-server: fullscreen button respects safe area and always visible
  on touch, ResizeObserver for responsive width, host containerDimensions
  for fullscreen height, no container padding in fullscreen, replace
  useHostStyles with inline style application to avoid overwriting
  onhostcontextchanged handler
2026-03-18 13:47:47 +00:00
..
src fix(examples): improve mobile support for map, pdf, and threejs examples (#555) 2026-03-18 13:47:47 +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 Refactor server startup functions 2026-01-24 09:27:54 -06:00
mcp-app.html feat(shadertoy): add streaming partial input, visibility optimization, host styling 2026-01-17 22:29:57 +00:00
package.json chore: bump ext-apps to 1.2.2 (#549) 2026-03-10 19:19:15 +00:00
README.md Use apps.extensions.modelcontextprotocol.io domain for docs URLs 2026-02-24 11:38:54 -06:00
screenshot.png feat(shadertoy): add fullscreen support + ditch insets for max visual effect (#278) 2026-01-15 13:01:55 +00:00
server.ts feat(shadertoy): add proper mouse/touch interaction support (#293) 2026-01-19 19:11:53 +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

MCP Client Configuration

Add to your MCP client configuration (stdio transport):

{
  "mcpServers": {
    "shadertoy": {
      "command": "npx",
      "args": [
        "-y",
        "--silent",
        "--registry=https://registry.npmjs.org/",
        "@modelcontextprotocol/server-shadertoy",
        "--stdio"
      ]
    }
  }
}

Local Development

To test local modifications, use this configuration (replace ~/code/ext-apps with your clone path):

{
  "mcpServers": {
    "shadertoy": {
      "command": "bash",
      "args": [
        "-c",
        "cd ~/code/ext-apps/examples/shadertoy-server && npm run build >&2 && node dist/index.js --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
  • Mouse & Touch Interaction: Full iMouse support with click detection (works on mobile)
  • 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) {\n    vec2 uv = fragCoord / iResolution.xy;\n    fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);\n}"
}

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) {\n    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;\n    float segments = 6.0;\n    float zoom = 1.0 + 0.3 * sin(iTime * 0.2);\n    float angle = atan(uv.y, uv.x) + iTime * 0.3;\n    float r = length(uv) * zoom;\n    angle = mod(angle, 6.28 / segments);\n    angle = abs(angle - 3.14 / segments);\n    vec2 p = vec2(cos(angle), sin(angle)) * r;\n    p += iTime * 0.1;\n    float v = sin(p.x * 10.0) * sin(p.y * 10.0);\n    v += sin(length(p) * 15.0 - iTime * 2.0);\n    v += sin(p.x * 5.0 + p.y * 7.0 + iTime);\n    vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime);\n    fragColor = vec4(col, 1.0);\n}"
}

Interactive Julia Set (click and drag to control the fractal's c parameter):

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;
    // Use mouse position if clicked, otherwise use animated default
    vec2 c;
    if (iMouse.z > 0.0) {
        // Mouse is pressed - use mouse position
        c = (iMouse.xy / iResolution.xy - 0.5) * 2.0;
    } else {
        // Not pressed - animate around an interesting region
        c = vec2(-0.8 + 0.2 * sin(iTime * 0.5), 0.156 + 0.1 * cos(iTime * 0.7));
    }
    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) {\n    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;\n    vec2 c;\n    if (iMouse.z > 0.0) {\n        c = (iMouse.xy / iResolution.xy - 0.5) * 2.0;\n    } else {\n        c = vec2(-0.8 + 0.2 * sin(iTime * 0.5), 0.156 + 0.1 * cos(iTime * 0.7));\n    }\n    vec2 z = uv;\n    float iter = 0.0;\n    for (int i = 0; i < 100; i++) {\n        z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c;\n        if (dot(z, z) > 4.0) break;\n        iter++;\n    }\n    float t = iter / 100.0;\n    vec3 col = 0.5 + 0.5 * cos(3.0 + t * 6.28 * 2.0 + vec3(0.0, 0.6, 1.0));\n    if (iter == 100.0) col = vec3(0.0);\n    fragColor = vec4(col, 1.0);\n}"
}

Mouse & Touch Interaction

The iMouse uniform provides interactive input, compatible with the official Shadertoy specification:

Component When Button Down After Release Never Clicked
iMouse.xy Current position Last position (0, 0)
iMouse.zw Click start (positive) Negated (-x, -y) (0, 0)

Detecting button state:

if (iMouse.z > 0.0) {
    // Button/touch is currently held down
} else if (iMouse.z < 0.0) {
    // Button was released (can use abs(iMouse.zw) for last click position)
} else {
    // Never clicked - show default state or animate
}

Touch events are automatically supported for mobile devices.

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