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dmarsters

ASCII Art & Unicode Diagrams MCP Server

by dmarsters
ascii_shading.yaml3.18 kB
name: ascii_shading description: Character-based shading and gradient systems objects: - ShadingPalette: description: Character sequences representing light to dark palette_type: [ascii_standard, blocks, dots, density, braille] intentionality: Different palettes create different textural qualities - ContrastLevel: description: Visual contrast between light and dark areas contrast: 0.0-1.0 # low to high gamma: 0.5-2.0 # shadow/highlight balance intentionality: Contrast affects legibility and dramatic effect - GradientDirection: description: Direction of shading transition direction: [horizontal, vertical, radial, diagonal_tl_br, diagonal_tr_bl] intentionality: Direction guides eye movement and creates depth - DitherPattern: description: Pattern for intermediate tones dither_type: [none, ordered, random, floyd_steinberg] intentionality: Dithering creates smoother gradients vs banding morphisms: # ShadingPalette → character_sequence - source: ShadingPalette target: CharacterSequence transformation: ascii_standard → " .:-=+*#%@" blocks → " ░▒▓█" dots → " ·∘○●◉" density → " .,;!lI$" braille → unicode_braille_patterns preservation: palette maps to ordered character lightness # ContrastLevel → palette_sampling - source: ContrastLevel target: PaletteSampling transformation: low_contrast → use_middle_range_only high_contrast → use_full_range preservation: contrast determines character selection range # GradientDirection → coordinate_transformation - source: GradientDirection target: CoordinateTransform transformation: horizontal → f(x, y) = x / width vertical → f(x, y) = y / height radial → f(x, y) = distance_from_center diagonal_tl_br → f(x, y) = (x + y) / (width + height) preservation: direction maps to spatial function anchor_mappings: palette_type: - ascii_standard: chars: " .:-=+*#%@" levels: 10 texture: grainy - blocks: chars: " ░▒▓█" levels: 5 texture: smooth - dots: chars: " ·∘○●◉" levels: 6 texture: dotted - density: chars: " .,;!lI$@" levels: 9 texture: dense - braille: chars: "⠀⠁⠃⠇⠏⠟⠿⣿" levels: 8 texture: fine contrast: - low: {min_idx: 2, max_idx: 7, gamma: 1.0} - medium: {min_idx: 1, max_idx: 9, gamma: 1.2} - high: {min_idx: 0, max_idx: 10, gamma: 1.5} direction: - horizontal: {axis: x, formula: "x / width"} - vertical: {axis: y, formula: "y / height"} - radial: {center: true, formula: "sqrt((dx)^2 + (dy)^2)"} - diagonal_tl_br: {formula: "(x + y) / (width + height)"} - diagonal_tr_bl: {formula: "(width - x + y) / (width + height)"} dither_type: - none: {method: nearest, quality: banding} - ordered: {method: bayer_matrix, quality: patterned} - random: {method: noise, quality: grainy} - floyd_steinberg: {method: error_diffusion, quality: smooth}

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