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Apply a GLSL shader from the vault

apply_shader_from_vault

Apply a shader stored in your Obsidian vault by creating a GLSL TOP in TouchDesigner.

Instructions

READ a shader note from the Obsidian vault (a glsl fragment block, optional glslvert vertex block, and optional uniforms/resolution/name frontmatter) and CREATE a GLSL TOP in TouchDesigner from it. Side effect is node creation in TD, not file writes. Use this to apply a shader you keep in the vault; to supply shader code inline instead, use create_glsl_shader. Returns the created GLSL TOP (same result as create_glsl_shader). Requires a configured TDMCP_VAULT_PATH.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
noteYesShader note: a vault-relative path, or a name resolved against the Shaders/ folder.
parent_pathYesParent COMP to create the GLSL TOP inside.
nameNoName for the GLSL TOP (defaults to the note's frontmatter `name`, else 'glsl1').
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Description discloses side effect (node creation, not file writes) and return value (created GLSL TOP). Annotations already indicate non-readonly and non-destructive, but description adds specific context about vault path and side effects.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two sentences, front-loaded with action. Slightly wordy but every sentence adds value. Could be shortened slightly but still effective.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given 3 parameters, no output schema, and good annotations, the description covers purpose, usage, side effects, prerequisite, and alternative. Complete for its complexity.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, but description adds meaning: explains meaning of note parameter (vault-relative path or name resolved against Shaders/), parent_path, and name default from frontmatter. Adds value beyond schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the action (read a shader note from vault, create a GLSL TOP in TouchDesigner), specifies the resource (shader note with specific structure), and distinguishes from sibling tool create_glsl_shader by noting alternative for inline shaders.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly states when to use this tool (to apply a shader kept in the vault) and when not (use create_glsl_shader for inline code). Also mentions prerequisite of configured TDMCP_VAULT_PATH.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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