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MCP 3D Printer Server

shadow.glsl.js1.22 kB
export const vertex = /* glsl */` #include <common> #include <batching_pars_vertex> #include <fog_pars_vertex> #include <morphtarget_pars_vertex> #include <skinning_pars_vertex> #include <logdepthbuf_pars_vertex> #include <shadowmap_pars_vertex> void main() { #include <batching_vertex> #include <beginnormal_vertex> #include <morphinstance_vertex> #include <morphnormal_vertex> #include <skinbase_vertex> #include <skinnormal_vertex> #include <defaultnormal_vertex> #include <begin_vertex> #include <morphtarget_vertex> #include <skinning_vertex> #include <project_vertex> #include <logdepthbuf_vertex> #include <worldpos_vertex> #include <shadowmap_vertex> #include <fog_vertex> } `; export const fragment = /* glsl */` uniform vec3 color; uniform float opacity; #include <common> #include <packing> #include <fog_pars_fragment> #include <bsdfs> #include <lights_pars_begin> #include <logdepthbuf_pars_fragment> #include <shadowmap_pars_fragment> #include <shadowmask_pars_fragment> void main() { #include <logdepthbuf_fragment> gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) ); #include <tonemapping_fragment> #include <colorspace_fragment> #include <fog_fragment> } `;

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