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Create GLSL shader

create_glsl_shader

Create a GLSL TOP in TouchDesigner with custom fragment and vertex shaders; automatically binds numeric uniforms and sets the output resolution.

Instructions

Create a GLSL TOP under parent_path that renders a custom fragment shader (and optional vertex shader). The shader source is placed in companion Text DATs (<name>_frag and, if given, <name>_vert) and wired to the GLSL TOP's pixel/vertex parameters; numeric uniforms are best-effort bound on the Vectors page and the output resolution is set. Returns the GLSL TOP path, the fragment/vertex DAT paths, and any warnings (e.g. sampler2D uniforms or uniform binds that need manual wiring).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
parent_pathYesParent COMP to create the GLSL TOP inside.
nameNoName for the GLSL TOP (default 'glsl1').
fragment_shaderYesGLSL fragment (pixel) shader source.
vertex_shaderNoOptional GLSL vertex shader source.
uniformsNoOptional uniform declarations to best-effort bind on the GLSL TOP.
resolutionNoOutput resolution: '720p' (1280x720), '1080p' (1920x1080), '4K' (3840x2160), or 'input' (default — inherit from the input TOP).input
Behavior4/5

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

Annotations indicate non-readOnly (mutation), non-destructive (creation), and open-world. The description adds behavioral context: it creates nodes, sets wiring, and returns warnings. It discloses the best-effort nature of uniform binding and the need for manual wiring of sampler2D, which goes beyond annotation hints.

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

Conciseness5/5

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

The description is concise, comprising a few well-structured sentences. It front-loads the core action and then provides necessary details about companion DATs, uniform binding, and return values, with no extraneous information.

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?

Despite no output schema, the description fully explains what the tool does, its input requirements, side effects (creating nodes and wiring), and return values (paths and warnings). It covers caveats like manual wiring for sampler2D, making it complete for the task's 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% with all parameters described. The description enriches semantics by explaining how uniforms bind to Vectors page, that sampler2D requires manual wiring, and that resolution enums map to specific pixel dimensions. This adds value beyond the schema definitions.

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 tool creates a GLSL TOP with a custom fragment shader and optional vertex shader, places shader source in companion Text DATs, wires them, handles numeric uniforms, sets output resolution, and returns paths and warnings. It distinguishes itself from sibling tools like create_glsl_material by focusing on a GLSL TOP specifically.

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

Usage Guidelines4/5

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

The description explains when to use the tool (to create a GLSL TOP with custom shaders) and provides context about limitations (best-effort binding, manual wiring for sampler2D). However, it does not explicitly state when not to use it or mention specific alternatives among siblings.

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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