DigDig.IO Glow Effect

Makes the lava, diamonds, and gold glow in digdig.io

Від 10.07.2021. Дивіться остання версія.

You will need to install an extension such as Tampermonkey, Greasemonkey or Violentmonkey to install this script.

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

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

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.

(У мене вже є менеджер скриптів, дайте мені встановити його!)

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 Glow Effect
// @namespace    http://tampermonkey.net/
// @version      0.1
// @description  Makes the lava, diamonds, and gold glow in digdig.io 
// @author       Zertalious (Zert)
// @match        *://digdig.io/*
// @icon         data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==
// @require      https://unpkg.com/three@latest/build/three.min.js
// @require      https://unpkg.com/three@latest/examples/js/postprocessing/EffectComposer.js
// @require      https://unpkg.com/three@latest/examples/js/postprocessing/RenderPass.js
// @require      https://unpkg.com/three@latest/examples/js/postprocessing/UnrealBloomPass.js
// @require      https://unpkg.com/three@latest/examples/js/postprocessing/ShaderPass.js
// @require      https://unpkg.com/three@latest/examples/js/shaders/LuminosityHighPassShader.js
// @require      https://unpkg.com/three@latest/examples/js/shaders/CopyShader.js
// ==/UserScript==

( function () {

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

	const params = {
		exposure: 1,
		bloomStrength: 0.5,
		bloomThreshold: 0,
		bloomRadius: 0
	};

	const renderer = new THREE.WebGLRenderer( { alpha: 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.OrthographicCamera( - 1, 1, 1, - 1, 0, 100 );

	camera.position.z = 5;

	const texture = new THREE.CanvasTexture( canvas );

	const maskMaterial = new THREE.MeshBasicMaterial( { map: texture } );

	maskMaterial.onBeforeCompile = function ( shader ) {

		const diamond = '#31a59e';
		const gold = '#a59e15';
		const lava = '#a61906';

		const array = [ diamond, gold, lava ];

		let text = '';

		for ( let i = 0; i < array.length; i ++ ) {

			const hex = array[ i ];

			const r = parseInt( hex.slice( 1, 3 ), 16 ) / 255;
			const g = parseInt( hex.slice( 3, 5 ), 16 ) / 255;
			const b = parseInt( hex.slice( 5, 7 ), 16 ) / 255;
			
			text += 'length(vec3(' + r + ', ' + g + ', ' + b + ') - gl_FragColor.rgb) > 0.1';

			if ( i < array.length - 1 ) {

				text += ' && ';

			}

		}

		console.log( { text } );

		shader.fragmentShader = shader.fragmentShader.replace( '}', 'if (' + text + ') discard;}' );

	}

	const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), maskMaterial );
	scene.add( mesh );

	const renderScene = new THREE.RenderPass( scene, camera );

	const bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
	bloomPass.threshold = params.bloomThreshold;
	bloomPass.strength = params.bloomStrength;
	bloomPass.radius = params.bloomRadius;

	const finalPass = new THREE.ShaderPass(
		new THREE.ShaderMaterial( {
			uniforms: {
				baseTexture: { value: null }, 
				originalTexture: { value: texture }
			},
			vertexShader: `

			varying vec2 vUv;

			void main() {

				vUv = uv;

				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

			}

			`,
			fragmentShader: `

			uniform sampler2D baseTexture;
			uniform sampler2D originalTexture;

			varying vec2 vUv;

			void main() {

				gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( originalTexture, vUv ) );

			}

			`,
			defines: {}
		} ), "baseTexture"
	);
	finalPass.needsSwap = true;

	composer = new THREE.EffectComposer( renderer );
	composer.addPass( renderScene );
	composer.addPass( bloomPass );
	composer.addPass( finalPass );

	window.addEventListener( 'resize', function () {
		
		const width = window.innerWidth;
		const height = window.innerHeight;

		camera.aspect = width / height;
		camera.updateProjectionMatrix();

		renderer.setSize( width, height );
		composer.setSize( width, height );

	} );

	function animate() {

		bloomPass.strength = ( Math.sin( Date.now() / 150 ) * 0.5 + 0.5 ) * 0.75 + 0.5;

		requestAnimationFrame( animate );

		texture.needsUpdate = true;

		composer.render();

	}

	animate();

} )();