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README.md
Outline
Example: ShaderToy Server
A demo MCP App that renders ShaderToy -compatible GLSL fragment shaders in real-time using WebGL 2.0 and ShaderToyLite.js .
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
*
Install dependencies:
npm install
*
Build and start the server:
npm run start:http # for Streamable HTTP transport
# OR
npm run start:stdio # for stdio transport
*
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
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