Install
$ agentstack add mcp-jonradoff-shadervine ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ● Environment & secrets Used
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
ShaderVine
A WebGPU shader programming toolkit for creating, evolving, and exporting real-time visual effects. Write WGSL fragment shaders with live preview, tweak parameters with interactive uniform controls, run GPU compute simulations, and export to Unity, Unreal, Blender, and Three.js.
Why
WebGPU changes what's possible in a browser. It brings low-overhead, modern GPU access comparable to Vulkan and Metal — including compute shaders that enable GPU simulations previously confined to native apps. ShaderVine puts that power into an accessible creative tool: no install, no gatekeepers, no app store tax.
AI is remarkably good at generating shader code from natural language, but visual iteration remains a bottleneck — describing what a shader should look like through text is lossy. ShaderVine bridges this gap with direct manipulation: live preview, parameter sliders, genetic evolution, and shader morphing let you explore the visual space hands-on.
The built-in MCP server exposes every shader operation as a tool that AI agents can call — search, create, fork, and export shaders programmatically. This makes ShaderVine a native participant in the agentic web.
Features
Shader Editor
- Monaco-based WGSL code editor with syntax highlighting
- Live preview on a fullscreen quad or 3D shapes (sphere, cube, torus, cylinder, cone)
- Real-time compilation error reporting with line numbers
Interactive Controls
- Uniform sliders with configurable min/max/step
- Randomize and mutate buttons for parameter exploration
- Mouse position and click state passed as built-in uniforms
GPU Compute Simulations
- 16 compute shader presets with ping-pong buffer architecture:
Game of Life, Reaction-Diffusion, Physarum, Slime Mold, Fluid Simulation, Wave Ripple, Falling Sand, Erosion, Particle Swarm, Particle Trails, Magnetic Field, DLA, Turing Patterns, Noise Landscape, Domain Warp, Turbulence
- Adjustable grid size and simulation speed
Creative Tools
- Shader morphing — blend between any two shaders with a crossfade factor
- Genetic evolution — generate and select from mutated shader variants
- History scrubber — navigate through every edit, morph, and evolution step
- Visual node graph editor for composing shaders without code
Export
- WGSL (raw WebGPU shading language)
- HLSL (DirectX)
- Unity ShaderLab (complete .shader file with properties)
- Unreal Engine (Custom Expression node for Material Editor)
- Blender OSL (Open Shading Language for Cycles)
- Three.js (standalone HTML with WebGPU scene)
Three.js Sandbox
- Drop any shader onto 3D geometry with lighting and environment controls
- Export standalone HTML scenes
MCP Server
- AI agents can list, search, create, fork, and export shaders via Model Context Protocol
- Integrates with Claude, Cursor, and any MCP-compatible client
Tech Stack
| Layer | Technology | |-------|-----------| | Frontend | React 19, TypeScript 5.9, Vite, Tailwind CSS 4 | | Editor | Monaco Editor | | Graphics | WebGPU, WGSL, Three.js | | Node Graph | XY Flow (React Flow) | | Backend | Go 1.23, Gorilla Mux | | Database | MongoDB | | Agent Protocol | MCP (mark3labs/mcp-go) | | Deployment | Docker, Fly.io |
Getting Started
Prerequisites
- Go 1.23+
- Node.js 22+
- MongoDB (local or Atlas)
- A browser with WebGPU support (Chrome 113+, Edge 113+, Firefox 141+, Safari 18+)
Local Development
# Clone the repo
git clone https://github.com/nickadjective/shadervine.git
cd shadervine
# Set up MongoDB connection
echo "MONGODB_URI=mongodb://localhost:27017" > backend/.env
# Install frontend dependencies
cd frontend && npm install && cd ..
# Start both frontend and backend
./start.sh
The frontend runs at http://localhost:4466 and the backend at http://localhost:4467.
Docker
docker build -t shadervine .
docker run -p 8080:8080 -e MONGODB_URI= shadervine
Deploy to Fly.io
# First deploy sets up the app and secrets
./deploy.sh
Project Structure
shadervine/
frontend/
src/
components/ # React UI (Editor, Preview, Explorer, Controls, Export, Sandbox, NodeGraph)
engine/ # WebGPU renderer with compute shader support
api/ # Backend API client
types/ # TypeScript type definitions
backend/
cmd/shadervine/ # Server entrypoint
internal/
handlers/ # REST API handlers + shader presets
mcp/ # MCP server for AI agent integration
middleware/ # Anonymous auth
models/ # MongoDB models
config/ # YAML config loader
export/ # WGSL-to-HLSL/Unity/Unreal/Blender/Three.js transpilers
pkg/healthz/ # Health check endpoint
config/ # Environment configs (dev.yaml, prod.yaml)
License
MIT License. See [LICENSE](LICENSE).
Source & license
This open-source MCP server is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: jonradoff
- Source: jonradoff/shadervine
- License: MIT
- Homepage: https://shadervine.metavert.io
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.