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Create Shader Park sculpture

create_shader_park

Compile Shader Park JavaScript sculpture code into a self-contained TouchDesigner GLSL MAT scene with live controls for speed, scale, and camera.

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. Caller source requires TDMCP_RAW_PYTHON=on and TDMCP_BRIDGE_ALLOW_EXEC=1. 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
scaleNoInitial `_scale` uniform value.
speedNoAnimation speed multiplier for the Shader Park `time` uniform.
opacityNoInitial opacity uniform value.
camera_zNoCamera distance from the sculpture.
step_sizeNoInitial Shader Park raymarch stepSize uniform value.
resolutionNoRender TOP resolution [width, height].
parent_pathNoParent COMP path for the new sculpture./project1
uniform_valuesNoInitial values for Shader Park `input()` uniforms by name, e.g. `{ "size": 0.55 }`.
expose_controlsNoExpose Speed / Scale / Opacity / StepSize / CameraZ plus any float Shader Park inputs.
Behavior4/5

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

Annotations indicate readOnlyHint=false, openWorldHint=true, destructiveHint=false, so the creation nature is already clear. The description adds valuable behavioral context: it compiles code with shader-park-core, requires specific execution environment flags, and produces a self-contained scene with live controls. This goes beyond the annotations by disclosing execution requirements and output characteristics.

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, with the core purpose front-loaded in the first sentence. The second sentence adds environment requirements and an alternative workflow. No wasted words; every clause contributes to selection or invocation.

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 11 parameters and nested objects, the description provides essential context: what the tool does, environment prerequisites, and an alternative workflow. The schema covers parameter details, and the description clarifies the output is a self-contained GLSL MAT scene. Minor gap: it doesn't mention return value, but no output schema exists and the creation purpose implies the created COMP is the primary effect.

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%, so the schema already documents all 11 parameters thoroughly. The description does not add parameter-specific semantics 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 the tool compiles Shader Park JavaScript code and instantiates it as a TouchDesigner GLSL MAT scene with live controls. It distinguishes itself from siblings like create_raytk_op and create_glsl_shader by focusing on Shader Park specifically, and even mentions a companion script for an alternative workflow.

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 (general Shader Park code compilation with live controls) and when to use the alternative (official .tox plugin workflow via companion script). Also provides environment prerequisites (TDMCP_RAW_PYTHON=on, TDMCP_BRIDGE_ALLOW_EXEC=1), helping the agent decide if this tool is viable.

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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