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Create Shader Park sculpture

create_shader_park

Compile Shader Park JavaScript code into a TouchDesigner GLSL MAT scene with live controls. Generate interactive 3D shaders directly inside TouchDesigner.

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
Behavior4/5

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

Annotations indicate mutation (readOnlyHint=false) and no destruction (destructiveHint=false). The description adds context about compilation and instantiation, but does not clarify potential external dependencies tied to openWorldHint=true.

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?

Two sentences, front-loaded with core purpose, then a targeted alternative. No wasted words.

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 creation tool with 11 parameters and no output schema, the description is fairly complete but does not explicitly state what the tool returns (e.g., the path to the created component).

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?

Schema description coverage is 100%, with each parameter well-documented. The description adds minimal extra meaning beyond what the schema provides, so baseline 3 is appropriate.

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 self-contained TouchDesigner GLSL MAT scene with live controls, distinguishing it from siblings like create_glsl_shader and create_raymarch_scene.

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?

Explicitly mentions the companion shader-park:tox script as an alternative for the official plugin workflow, but does not elaborate on other when-to-use or when-not-to-use conditions.

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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