Okay, now it's just funny
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398
.gitignore
vendored
Normal file
398
.gitignore
vendored
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|
@ -0,0 +1,398 @@
|
|||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
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|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.tlog
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
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||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
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coverage*.info
|
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||||
# Visual Studio code coverage results
|
||||
*.coverage
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||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
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# Web workbench (sass)
|
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.sass-cache/
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# Installshield output folder
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[Ee]xpress/
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# DocProject is a documentation generator add-in
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DocProject/buildhelp/
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DocProject/Help/*.HxT
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DocProject/Help/*.HxC
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DocProject/Help/*.hhc
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DocProject/Help/*.hhk
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DocProject/Help/*.hhp
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DocProject/Help/Html2
|
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DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
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# Publish Web Output
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||||
*.[Pp]ublish.xml
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||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
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||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
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||||
# checkin your Azure Web App publish settings, but sensitive information contained
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# in these scripts will be unencrypted
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PublishScripts/
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# NuGet Packages
|
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*.nupkg
|
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# NuGet Symbol Packages
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*.snupkg
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# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
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||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
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AppPackages/
|
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BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
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*.appx
|
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*.appxbundle
|
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*.appxupload
|
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|
||||
# Visual Studio cache files
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# files ending in .cache can be ignored
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||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
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UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
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ServiceFabricBackup/
|
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*.rptproj.bak
|
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||||
# SQL Server files
|
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*.mdf
|
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*.ldf
|
||||
*.ndf
|
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|
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# Business Intelligence projects
|
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*.rdl.data
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*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
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*.plg
|
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||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
|
||||
*.vbp
|
||||
|
||||
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
|
||||
*.dsw
|
||||
*.dsp
|
||||
|
||||
# Visual Studio 6 technical files
|
||||
*.ncb
|
||||
*.aps
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# Visual Studio History (VSHistory) files
|
||||
.vshistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
*.sln.iml
|
16
DeezShade.sln
Normal file
16
DeezShade.sln
Normal file
|
@ -0,0 +1,16 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DeezShade", "DeezShade\DeezShade.csproj", "{63CFFB57-8663-4A4C-90CF-820CA43E9373}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{63CFFB57-8663-4A4C-90CF-820CA43E9373}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{63CFFB57-8663-4A4C-90CF-820CA43E9373}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{63CFFB57-8663-4A4C-90CF-820CA43E9373}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{63CFFB57-8663-4A4C-90CF-820CA43E9373}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
EndGlobal
|
11
DeezShade/DeezShade.csproj
Normal file
11
DeezShade/DeezShade.csproj
Normal file
|
@ -0,0 +1,11 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net4.7.2</TargetFramework>
|
||||
<Version>1.0.0</Version>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="PresentationFramework" />
|
||||
<Reference Include="System.IO.Compression" />
|
||||
</ItemGroup>
|
||||
</Project>
|
104
DeezShade/Program.cs
Normal file
104
DeezShade/Program.cs
Normal file
|
@ -0,0 +1,104 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.IO.Compression;
|
||||
using System.Net;
|
||||
using System.Reflection;
|
||||
|
||||
namespace DeezShade {
|
||||
public class Program {
|
||||
public static void Main(string[] args) {
|
||||
Console.WriteLine("DeezShade v1.0.0, by NotNet and friends");
|
||||
Console.WriteLine("Built for GShade v4.1.1.");
|
||||
|
||||
Console.Write("Enter the path to your game install: ");
|
||||
var gameInstall = Console.ReadLine();
|
||||
|
||||
// if gameInstall is the exe, get the directory it's in
|
||||
if (File.Exists(gameInstall)) {
|
||||
gameInstall = Path.GetDirectoryName(gameInstall);
|
||||
}
|
||||
|
||||
// if we're in the root, go to game
|
||||
if (File.Exists(Path.Combine(gameInstall, "game", "ffxiv_dx11.exe"))) {
|
||||
gameInstall = Path.Combine(gameInstall, "game");
|
||||
}
|
||||
|
||||
var tempPath = Path.GetTempPath() + "DeezShade/";
|
||||
|
||||
Console.WriteLine("Setting up temporary directory...");
|
||||
if (!Directory.Exists(tempPath)) {
|
||||
Directory.CreateDirectory(tempPath);
|
||||
} else {
|
||||
foreach (var file in Directory.GetFiles(tempPath)) {
|
||||
File.Delete(file);
|
||||
}
|
||||
}
|
||||
|
||||
var installerUrl =
|
||||
"https://github.com/Mortalitas/GShade/releases/latest/download/GShade.Latest.Installer.exe";
|
||||
var zipUrl = "https://github.com/Mortalitas/GShade/releases/latest/download/GShade.Latest.zip";
|
||||
|
||||
var exePath = tempPath + "GShade.Latest.Installer.exe";
|
||||
var zipPath = tempPath + "GShade.Latest.zip";
|
||||
|
||||
Console.WriteLine("Downloading GShade installer...");
|
||||
using (var client = new WebClient()) {
|
||||
client.DownloadFile(installerUrl, exePath);
|
||||
client.DownloadFile(zipUrl, zipPath);
|
||||
}
|
||||
|
||||
// I'm using the official GShade installer, am I not? :^
|
||||
Console.WriteLine("Requesting new files through GShade installer...");
|
||||
var assembly = Assembly.LoadFile(exePath);
|
||||
var type = assembly.GetType("GShadeInstaller.App");
|
||||
|
||||
// get presets & shaders
|
||||
type.GetField("_gsTempPath").SetValue(null, tempPath);
|
||||
type.GetField("_exeParentPath").SetValue(null, gameInstall);
|
||||
|
||||
type.GetMethod("CopyZipDeployProcess").Invoke(null, null);
|
||||
type.GetMethod("PresetDownloadProcess").Invoke(null, null);
|
||||
type.GetMethod("PresetInstallProcess").Invoke(null, null);
|
||||
|
||||
// File.Copy gives an access denied error, so let's make it ourself
|
||||
var src = tempPath + "gshade-shaders";
|
||||
var dst = gameInstall + "gshade-shaders";
|
||||
|
||||
void RecursiveClone(string path) {
|
||||
var path2 = Path.Combine(src, path);
|
||||
|
||||
foreach (var file in Directory.GetFiles(path2)) {
|
||||
var fileName = Path.GetFileName(file);
|
||||
|
||||
var srcFile = Path.Combine(path2, fileName);
|
||||
var dstFile = Path.Combine(dst, path, fileName);
|
||||
File.Copy(srcFile, dstFile, true);
|
||||
}
|
||||
|
||||
foreach (var dir in Directory.GetDirectories(path2)) {
|
||||
var dirName = Path.GetFileName(dir);
|
||||
var lol = Path.Combine(dst, path, dirName);
|
||||
Directory.CreateDirectory(lol);
|
||||
RecursiveClone(Path.Combine(path, dirName));
|
||||
}
|
||||
}
|
||||
|
||||
Console.WriteLine("Moving shaders to game directory...");
|
||||
RecursiveClone("");
|
||||
Directory.CreateDirectory(gameInstall + "gshade-addons");
|
||||
|
||||
Console.WriteLine("Extracting DLL and config...");
|
||||
var zip = ZipFile.OpenRead(zipPath);
|
||||
|
||||
if (File.Exists(Path.Combine(gameInstall, "dxgi.dll"))) {
|
||||
File.Move(Path.Combine(gameInstall, "dxgi.dll"), Path.Combine(gameInstall, "dxgi.dll.old"));
|
||||
}
|
||||
|
||||
zip.GetEntry("GShade64.dll").ExtractToFile(gameInstall + "dxgi.dll", true);
|
||||
zip.GetEntry("GShade.ini").ExtractToFile(gameInstall + "GShade.ini", true);
|
||||
|
||||
Console.WriteLine("Done!\nSupport FOSS, and thank you for using DeezShade!\nPress any key to continue.");
|
||||
Console.ReadKey();
|
||||
}
|
||||
}
|
||||
}
|
15
README.md
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15
README.md
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# DeezShade
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Okay, now it's just funny. With love from NotNet and friends.
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DeezShade is a continuation of [GeezShade](https://git.n2.pm/NotNite/geezshade), in C#.
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## Why?
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|
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GeezShade broke with the release of GShade 4.1.1, password protecting the assets behind a probably-not-legally-binding EULA as the password, stating that those who use it are accessing it through the GShade installer. This means they'd probably DMCA me if I included the password in my codebase, Base64'd or not.
|
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|
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So I came up with a solution. There is absolutely zero traces of the GShade password in this codebase.
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## How?
|
||||
|
||||
They must've forgot that the GShade installer is written in C# and easily reflectable, allowing us to run the GShade installer code, within the GShade installer, without tampering it. Oops!
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