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Create Shader Park sculpture

create_shader_park

Compile Shader Park JavaScript sculpture code and instantiate it as a TouchDesigner GLSL MAT scene with live controls.

Instructions

Compile Shader Park JavaScript sculpture code with shader-park-core and instantiate it as a self-contained TouchDesigner GLSL MAT scene with live controls. Use the companion shader-park:tox script when you specifically want the official Shader Park .tox plugin workflow.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
codeNoShader Park sculpture code. Example: `let size = input(); sphere(size);`. The code is compiled with shader-park-core and stored in a Text DAT for editing.setMaxIterations(96); rotateY(time * 0.25); color(vec3(0.2, 0.8, 1.0)); sphere(0.45);
nameNoName of the created baseCOMP container.shader_park_sculpture
uniform_valuesNoInitial values for Shader Park `input()` uniforms by name, e.g. `{ "size": 0.55 }`.
speedNoAnimation speed multiplier for the Shader Park `time` uniform.
scaleNoInitial `_scale` uniform value.
opacityNoInitial opacity uniform value.
step_sizeNoInitial Shader Park raymarch stepSize uniform value.
camera_zNoCamera distance from the sculpture.
resolutionNoRender TOP resolution [width, height].
expose_controlsNoExpose Speed / Scale / Opacity / StepSize / CameraZ plus any float Shader Park inputs.
parent_pathNoParent COMP path for the new sculpture./project1
Behavior3/5

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

Annotations indicate mutation and side effects, and the description adds that the code is stored in a Text DAT for editing. It does not detail potential performance impacts or modifications to existing nodes, but given the annotations, this is adequate.

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 two sentences, each serving a clear purpose: stating what the tool does and directing to an alternative workflow. No extraneous information.

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

Completeness4/5

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

For a complex tool with many parameters and no output schema, the description is concise yet covers the core action and alternative. It could provide more context on the instantiation process or expected results, but the schema fills many gaps.

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

Parameters3/5

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

All 11 parameters have detailed descriptions in the schema, achieving 100% coverage. The description adds minimal extra value beyond the schema, such as noting the code is stored in a Text DAT, which is already in the 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 it compiles Shader Park JavaScript code and instantiates it as a TouchDesigner GLSL MAT scene with live controls. It also mentions a companion script for an alternative workflow, differentiating its purpose from similar create_* tools.

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 explicitly directs users to the companion script when the official Shader Park .tox plugin workflow is desired, providing an alternative use case. However, it does not elaborate on when to use this tool versus other related tools like create_shader_lib or create_raymarch_scene.

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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