DigDig.IO 3D Effect

3D effect for DigDig.IO

ของเมื่อวันที่ 11-07-2021 ดู เวอร์ชันล่าสุด

คุณจะต้องติดตั้งส่วนขยาย เช่น Tampermonkey, Greasemonkey หรือ Violentmonkey เพื่อติดตั้งสคริปต์นี้

คุณจะต้องติดตั้งส่วนขยาย เช่น Tampermonkey หรือ Violentmonkey เพื่อติดตั้งสคริปต์นี้

คุณจะต้องติดตั้งส่วนขยาย เช่น Tampermonkey หรือ Violentmonkey เพื่อติดตั้งสคริปต์นี้

You will need to install an extension such as Tampermonkey or Userscripts to install this script.

You will need to install an extension such as Tampermonkey to install this script.

You will need to install a user script manager extension to install this script.

(I already have a user script manager, let me install it!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(I already have a user style manager, let me install it!)

// ==UserScript==
// @name         DigDig.IO 3D Effect
// @namespace    http://tampermonkey.net/
// @version      0.1.1
// @description  3D effect for DigDig.IO
// @author       Zertalious (Zert)
// @match        *://digdig.io/
// @icon         https://www.google.com/s2/favicons?domain=digdig.io
// @require      https://unpkg.com/three@latest/build/three.min.js
// ==/UserScript==

( function () {

	const canvas = document.getElementById( 'canvas' );
	canvas.style.opacity = '0';

	CanvasRenderingContext2D.prototype.fillRect = new Proxy( CanvasRenderingContext2D.prototype.fillRect, {
		apply( target, thisArgs, args ) {

			if ( thisArgs.globalAlpha < 1 && args[ 3 ] > 50 ) {

				return;

			}

			return Reflect.apply( ...arguments );

		}
	} );

	const renderer = new THREE.WebGLRenderer( { alpha: true, preserveDrawingBuffer: true } );

	renderer.domElement.style.position = 'absolute';
	renderer.domElement.style.left = '0';
	renderer.domElement.style.top = '0';
	renderer.domElement.style.pointerEvents = 'none';

	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );

	document.body.insertBefore( renderer.domElement, canvas );

	const scene = new THREE.Scene();
	const camera = new THREE.PerspectiveCamera( 60, 1, 0.1, 1000 );

	camera.position.z = Math.sin( Math.PI / 3 );

	const texture = new THREE.CanvasTexture( canvas );
	texture.minFilter = texture.magFilter = THREE.NearestFilter;

	const material = new THREE.RawShaderMaterial( {
		vertexShader: `

		precision mediump float;

		attribute vec3 position;
		attribute vec2 uv;

		uniform mat4 projectionMatrix;
		uniform mat4 modelViewMatrix;

		uniform vec3 ground;
		uniform sampler2D texture;
		uniform float groundDepth;

		varying vec2 vUv;
		varying float vDepth;

		void main() {

			vec4 p = vec4( position, 1.0 );

			vec3 texColor = texture2D( texture, uv ).rgb;

			if ( length( ground - texColor ) < 0.05 ) p.z -= groundDepth;

			vDepth = - p.z;

			gl_Position = projectionMatrix * modelViewMatrix * p;
			vUv = uv;

		}

		`,
		fragmentShader: `

		precision mediump float;

		uniform sampler2D texture;
		uniform vec3 ground;
		uniform float groundDepth;

		varying vec2 vUv;
		varying float vDepth;

		void main() {

			if ( vDepth > 0.0 && vDepth < groundDepth ) {

				gl_FragColor = vec4( ground * 0.8, 1.0 );

			} else {

				gl_FragColor = texture2D( texture, vUv );

			}

		}

		`,
		uniforms: {
			texture: { value: texture },
			ground: { value: new THREE.Color( '#522e00' ) },
			groundDepth: { value: 0.10 }
		}
	} );

	scene.background = material.uniforms.ground.value;

	const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1, 500, 500 ), material );
	scene.add( mesh );

	window.addEventListener( 'resize', function () {

		renderer.setSize( window.innerWidth, window.innerHeight );

		renderer.render( scene, camera );

	} );

	function animate() {

		requestAnimationFrame( animate );

		texture.needsUpdate = true;

		renderer.render( scene, camera );

	}

	animate();

} )();