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// ==UserScript== // @name GeoNoCar // @description Redacts the car from geoguessr. Shift-K to toggle compass. // @namespace https://www.geoguessr.com/ // @version 0.1.9 // @author drparse // @match https://www.geoguessr.com/* // @grant unsafeWindow // @run-at document-start // @updateURL https://openuserjs.org/meta/drparse/GeoNoCar.meta.js // @copyright 2020, drparse // @license GPL-3.0-or-later; http://www.gnu.org/licenses/gpl-3.0.txt // @noframes // ==/UserScript== (function() { 'use strict'; function injected() { const OPTIONS = { colorR: 0.5, colorG: 0.5, colorB: 0.5, }; // If the script breaks, search devtools for "BINTULU" and replace these lines with the new one const vertexOld = "const float f=3.1415926;varying vec3 a;uniform vec4 b;attribute vec3 c;attribute vec2 d;uniform mat4 e;void main(){vec4 g=vec4(c,1);gl_Position=e*g;a=vec3(d.xy*b.xy+b.zw,1);a*=length(c);}"; const fragOld = "precision highp float;const float h=3.1415926;varying vec3 a;uniform vec4 b;uniform float f;uniform sampler2D g;void main(){vec4 i=vec4(texture2DProj(g,a).rgb,f);gl_FragColor=i;}"; const vertexNew = ` const float f=3.1415926; varying vec3 a; varying vec3 potato; uniform vec4 b; attribute vec3 c; attribute vec2 d; uniform mat4 e; void main(){ vec4 g=vec4(c,1); gl_Position=e*g; a = vec3(d.xy * b.xy + b.zw,1); a *= length(c); potato = vec3(d.xy, 1.0) * length(c); }`; const fragNew = `precision highp float; const float h=3.1415926; varying vec3 a; varying vec3 potato; uniform vec4 b; uniform float f; uniform sampler2D g; void main(){ vec2 aD = potato.xy / a.z; float thetaD = aD.y; float thresholdD1 = 0.6; float thresholdD2 = 0.7; float x = aD.x; float y = abs(4.0*x - 2.0); float phiD = smoothstep(0.0, 1.0, y > 1.0 ? 2.0 - y : y); vec4 i = vec4( thetaD > mix(thresholdD1, thresholdD2, phiD) ? vec3(float(${OPTIONS.colorR}), float(${OPTIONS.colorG}), float(${OPTIONS.colorB})) // texture2DProj(g,a).rgb * 0.25 : texture2DProj(g,a).rgb ,f); gl_FragColor=i; }`; function installShaderSource(ctx) { const g = ctx.shaderSource; function shaderSource() { if (typeof arguments[1] === 'string') { let glsl = arguments[1]; console.log('BINTULU shader', glsl); if (glsl === vertexOld) glsl = vertexNew; else if (glsl === fragOld) glsl = fragNew; return g.call(this, arguments[0], glsl); } return g.apply(this, arguments); } shaderSource.bestcity = 'bintulu'; ctx.shaderSource = shaderSource; } function installGetContext(el) { const g = el.getContext; el.getContext = function() { if (arguments[0] === 'webgl' || arguments[0] === 'webgl2') { const ctx = g.apply(this, arguments); if (ctx && ctx.shaderSource && ctx.shaderSource.bestcity !== 'bintulu') { installShaderSource(ctx); } return ctx; } return g.apply(this, arguments); }; } const f = document.createElement; document.createElement = function() { if (arguments[0] === 'canvas' || arguments[0] === 'CANVAS') { const el = f.apply(this, arguments); installGetContext(el); return el; } return f.apply(this, arguments); }; function addCompassStyle() { let style = document.createElement('style'); style.id = 'bintulu_nocompass'; style.innerHTML = '.compass { display: none } .game-layout__compass { display: none }'; document.head.appendChild(style); } addCompassStyle(); document.addEventListener('keydown', (evt) => { if (!evt.repeat && evt.code === 'KeyK' && evt.shiftKey && !evt.altKey && !evt.ctrlKey && !evt.metaKey) { let style = document.getElementById('bintulu_nocompass'); if (!style) { addCompassStyle(); } else { style.remove(); } } }); } unsafeWindow.eval(`(${injected.toString()})()`); })();