* fix(examples): resolve DIST_DIR path for npm package execution When servers are compiled to dist/server.js and published to npm, `import.meta.dirname` already points to dist/, so joining with "dist" results in dist/dist/ which doesn't exist. This fix detects whether we're running from TypeScript source or compiled JavaScript and adjusts the path accordingly: - From source (server.ts): use dist/ subdirectory - From compiled (dist/server.js): use current directory Fixes ENOENT errors like: "ENOENT: no such file or directory, open '.../dist/dist/mcp-app.html'" 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix(pdf-server): mark pdfjs-dist as external in bundle The pdf.worker.mjs file wasn't being found when running from npm because bun bundled pdfjs-dist but didn't include the worker file. By marking pdfjs-dist as external, it uses the installed package from node_modules at runtime where the worker is available. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
142 lines
4.2 KiB
TypeScript
142 lines
4.2 KiB
TypeScript
import {
|
|
registerAppResource,
|
|
registerAppTool,
|
|
RESOURCE_MIME_TYPE,
|
|
} from "@modelcontextprotocol/ext-apps/server";
|
|
import { McpServer } from "@modelcontextprotocol/sdk/server/mcp.js";
|
|
import type {
|
|
CallToolResult,
|
|
ReadResourceResult,
|
|
} from "@modelcontextprotocol/sdk/types.js";
|
|
import fs from "node:fs/promises";
|
|
import path from "node:path";
|
|
import { z } from "zod";
|
|
// Works both from source (server.ts) and compiled (dist/server.js)
|
|
const DIST_DIR = import.meta.filename.endsWith(".ts")
|
|
? path.join(import.meta.dirname, "dist")
|
|
: import.meta.dirname;
|
|
|
|
const TOOL_DESCRIPTION = `Renders a ShaderToy-compatible GLSL fragment shader in real-time using WebGL 2.0.
|
|
|
|
SHADER FORMAT (ShaderToy conventions):
|
|
Use ShaderToy's mainImage entry point - do NOT use generic GLSL conventions.
|
|
|
|
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
|
vec2 uv = fragCoord / iResolution.xy;
|
|
fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);
|
|
}
|
|
|
|
Do NOT use: void main(), gl_FragColor, gl_FragCoord - these will not work.
|
|
|
|
AVAILABLE UNIFORMS:
|
|
- iResolution (vec3): viewport resolution in pixels
|
|
- iTime (float): elapsed time in seconds
|
|
- iTimeDelta (float): time since last frame
|
|
- iFrame (int): frame counter
|
|
- iMouse (vec4): mouse position (xy=current, zw=click)
|
|
- iDate (vec4): year, month, day, seconds
|
|
- iChannel0-3 (sampler2D): buffer inputs for multi-pass shaders
|
|
|
|
MULTI-PASS RENDERING:
|
|
- Use bufferA-D parameters for feedback effects, blur chains, simulations
|
|
- BufferA output -> iChannel0, BufferB -> iChannel1, etc.
|
|
- Buffers can sample their own previous frame for feedback loops
|
|
|
|
LIMITATIONS - Do NOT use:
|
|
- External textures (generate noise/patterns procedurally)
|
|
- Keyboard input (iKeyboard not available)
|
|
- Audio/microphone input
|
|
- VR features (mainVR not available)
|
|
|
|
For procedural noise:
|
|
float hash(vec2 p) { return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453); }`;
|
|
|
|
const DEFAULT_FRAGMENT_SHADER = `void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
|
vec2 uv = fragCoord / iResolution.xy;
|
|
fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);
|
|
}`;
|
|
|
|
/**
|
|
* Creates a new MCP server instance with tools and resources registered.
|
|
*/
|
|
export function createServer(): McpServer {
|
|
const server = new McpServer({
|
|
name: "ShaderToy Server",
|
|
version: "1.0.0",
|
|
});
|
|
|
|
const resourceUri = "ui://shadertoy/mcp-app.html";
|
|
|
|
// Register the render-shadertoy tool with UI metadata
|
|
registerAppTool(
|
|
server,
|
|
"render-shadertoy",
|
|
{
|
|
title: "ShaderToy Renderer",
|
|
description: TOOL_DESCRIPTION,
|
|
inputSchema: z.object({
|
|
fragmentShader: z
|
|
.string()
|
|
.default(DEFAULT_FRAGMENT_SHADER)
|
|
.describe("Main Image shader - ShaderToy GLSL code"),
|
|
common: z
|
|
.string()
|
|
.optional()
|
|
.describe("Common code shared across all shaders (optional)"),
|
|
bufferA: z
|
|
.string()
|
|
.optional()
|
|
.describe(
|
|
"Buffer A shader code - accessible as iChannel0 (optional)",
|
|
),
|
|
bufferB: z
|
|
.string()
|
|
.optional()
|
|
.describe(
|
|
"Buffer B shader code - accessible as iChannel1 (optional)",
|
|
),
|
|
bufferC: z
|
|
.string()
|
|
.optional()
|
|
.describe(
|
|
"Buffer C shader code - accessible as iChannel2 (optional)",
|
|
),
|
|
bufferD: z
|
|
.string()
|
|
.optional()
|
|
.describe(
|
|
"Buffer D shader code - accessible as iChannel3 (optional)",
|
|
),
|
|
}),
|
|
_meta: { ui: { resourceUri } },
|
|
},
|
|
async (): Promise<CallToolResult> => {
|
|
// Tool execution returns success - actual rendering happens in the UI
|
|
return {
|
|
content: [{ type: "text", text: "Shader rendered successfully" }],
|
|
};
|
|
},
|
|
);
|
|
|
|
// Register the resource which returns the bundled HTML/JavaScript for the UI
|
|
registerAppResource(
|
|
server,
|
|
resourceUri,
|
|
resourceUri,
|
|
{ mimeType: RESOURCE_MIME_TYPE },
|
|
async (): Promise<ReadResourceResult> => {
|
|
const html = await fs.readFile(
|
|
path.join(DIST_DIR, "mcp-app.html"),
|
|
"utf-8",
|
|
);
|
|
|
|
return {
|
|
contents: [
|
|
{ uri: resourceUri, mimeType: RESOURCE_MIME_TYPE, text: html },
|
|
],
|
|
};
|
|
},
|
|
);
|
|
|
|
return server;
|
|
}
|