Introduces a new MCP App example that renders ShaderToy-compatible GLSL fragment shaders in real-time using WebGL 2.0 and ShaderToyLite.js. Features: - Standard ShaderToy uniforms (`iTime`, `iResolution`, `iMouse`, etc.) - Multi-pass rendering with buffers A-D for feedback effects - Shader compilation error overlay Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
156 lines
4.6 KiB
TypeScript
156 lines
4.6 KiB
TypeScript
import {
|
|
registerAppResource,
|
|
registerAppTool,
|
|
RESOURCE_MIME_TYPE,
|
|
} from "@modelcontextprotocol/ext-apps/server";
|
|
import { McpServer } from "@modelcontextprotocol/sdk/server/mcp.js";
|
|
import { StdioServerTransport } from "@modelcontextprotocol/sdk/server/stdio.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";
|
|
import { startServer } from "./server-utils.js";
|
|
|
|
const DIST_DIR = path.join(import.meta.dirname, "dist");
|
|
|
|
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;
|
|
}
|
|
|
|
async function main() {
|
|
if (process.argv.includes("--stdio")) {
|
|
await createServer().connect(new StdioServerTransport());
|
|
} else {
|
|
const port = parseInt(process.env.PORT ?? "3001", 10);
|
|
await startServer(createServer, { port, name: "ShaderToy Server" });
|
|
}
|
|
}
|
|
|
|
main().catch((e) => {
|
|
console.error(e);
|
|
process.exit(1);
|
|
});
|