DigDig.IO 3D Effect

3D effect for DigDig.IO

K instalaci tototo skriptu si budete muset nainstalovat rozšíření jako Tampermonkey, Greasemonkey nebo Violentmonkey.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Violentmonkey.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Violentmonkey.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Userscripts.

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

K instalaci tohoto skriptu si budete muset nainstalovat manažer uživatelských skriptů.

(Už mám manažer uživatelských skriptů, nechte mě ho nainstalovat!)

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.

(Už mám manažer uživatelských stylů, nechte mě ho nainstalovat!)

// ==UserScript==
// @name         DigDig.IO 3D Effect
// @namespace    http://tampermonkey.net/
// @version      0.1.2
// @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
// @grant        none
// ==/UserScript==

const CTX = CanvasRenderingContext2D.prototype;

CTX.createPattern = new Proxy( CTX.createPattern, {
	apply( target, thisArgs, args ) {

		console.log( args );

		return Reflect.apply( ...arguments );

	}
} )

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

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, 10 );
camera.position.z = Math.sin( camera.fov * Math.PI / 180 ) * 2;

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

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

		attribute vec3 position;

		varying vec3 vPosition;

		void main() {

			vPosition = position;

			gl_Position = vec4( position, 1.0 );

		}

		`,
    fragmentShader: `

		precision mediump float;

		uniform sampler2D map;
		uniform float depth;

		uniform mat4 modelViewMatrix;
		uniform mat4 projectionMatrix;

		varying vec3 vPosition;

		void main() {

			vec3 groundColor = vec3( 0.32, 0.18, 0.0 );

			vec4 a;

			const int count = 20;

			for ( int i = 0; i <= count; i ++ ) {

				vec4 p = projectionMatrix * modelViewMatrix * vec4( vec3( vPosition.xy, float( i ) / float( count ) * depth ), 1.0 );

				vec4 b = texture2D( map, p.xy / p.w * 0.5 + 0.5 );

				if ( length( b.rgb - groundColor ) < 0.1 ) {

					if ( i != count ) {

						b.a = 0.0;

					}

				} else if ( i != 0 ) {

					b.rgb = groundColor * 0.8;

				}

				a.rgb = a.rgb * a.a + b.rgb * b.a * ( 1.0 - a.a );
				a.a = a.a + b.a * ( 1.0 - a.a );

			}

			gl_FragColor = a;

		}

		`,
    uniforms: {
        map: {
            value: texture
        },
        depth: {
            value: 0.25
        }
    }
} );

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