一、准備工作
1)接上一篇,下載砸過殼的抖音IPA
2)MonkeyDev環境
3)class_dump
二、使用MonkeyDev建立空的工程,拖入IPA到目標文件夾中
1)啟動Xcode進行編譯執行
一起動就crash,說明簽名校驗已經通過。
LLVM Profile Error: Failed to write file "default.profraw": Operation not permitted
遇到上面的錯誤,經過查詢說是,抖音App內部通過ptrace判斷是否有調試器掛載,判斷反調試的功能。
通過打開下面的代碼進行修改,可以避免crash
2)啟動起來之后,可以調試,如下圖
3)通過class dump dump出來可執行文件,得到頭文件列表
./class-dump Aweme -H ./Headers/
4)Hook測試
追加代碼:
通過提示框證明代碼已經成功注入,下一步就是進行實質分析
三、路徑Shader提取
通過dump出的代碼,發現文件
@interface HTSGLProgram : NSObject { NSMutableArray *attributes; NSMutableArray *uniforms; unsigned int program; unsigned int vertShader; unsigned int fragShader; _Bool _initialized; NSString *_vertexShaderLog; NSString *_fragmentShaderLog; NSString *_programLog; } @property(copy, nonatomic) NSString *programLog; // @synthesize programLog=_programLog; @property(copy, nonatomic) NSString *fragmentShaderLog; // @synthesize fragmentShaderLog=_fragmentShaderLog; @property(copy, nonatomic) NSString *vertexShaderLog; // @synthesize vertexShaderLog=_vertexShaderLog; @property(nonatomic) _Bool initialized; // @synthesize initialized=_initialized; - (void).cxx_destruct; - (void)dealloc; - (void)validate; - (void)use; - (_Bool)link; - (unsigned int)uniformIndex:(id)arg1; - (unsigned int)attributeIndex:(id)arg1; - (void)addAttribute:(id)arg1; - (_Bool)compileShader:(unsigned int *)arg1 type:(unsigned int)arg2 string:(id)arg3; - (id)initWithVertexShaderString:(id)arg1 fragmentShaderString:(id)arg2; @end
可以看到初始化方法中傳入頂點着色器
編寫hook方法:
CHDeclareClass(HTSGLProgram) CHOptimizedMethod2(self, id, HTSGLProgram, initWithVertexShaderString, NSString *, VertexShaderString, fragmentShaderString, NSString *, fragmentShaderString) { NSLog(@"filter initWithVertexShaderString arg1 = %@ fragmentShaderString arg2 = %@", VertexShaderString, fragmentShaderString); return CHSuper2(HTSGLProgram, initWithVertexShaderString, VertexShaderString, fragmentShaderString, fragmentShaderString); } CHOptimizedMethod3(self, BOOL, HTSGLProgram, compileShader, unsigned int *, arg1, type, unsigned int, arg2, string, NSString *, arg3) { NSLog(@"HTSGLProgram compileShader arg3 = %@",arg3); return CHSuper3(HTSGLProgram, compileShader, arg1, type, arg2, string, arg3); } CHConstructor{ CHLoadLateClass(HTSGLProgram); CHHook2(HTSGLProgram, initWithVertexShaderString, fragmentShaderString); CHHook3(HTSGLProgram, compileShader, type, string); }
得到log
2018-09-18 16:24:00.025744+0800 Aweme[446:72758] HTSGLProgram compileShader arg3 = attribute vec4 position; attribute vec4 inputTextureCoordinate; varying vec2 textureCoordinate; void main() { gl_Position = position; textureCoordinate = inputTextureCoordinate.xy; } 2018-09-18 16:24:00.025772+0800 Aweme[446:72758] HTSGLProgram compileShader arg3 = varying highp vec2 textureCoordinate; uniform sampler2D luminanceTexture; uniform sampler2D chrominanceTexture; uniform mediump mat3 colorConversionMatrix; void main() { mediump vec3 yuv; mediump vec3 rgb; yuv.x = texture2D(luminanceTexture, textureCoordinate).r; yuv.yz = texture2D(chrominanceTexture, textureCoordinate).ra - vec2(0.5, 0.5); rgb = colorConversionMatrix * yuv; gl_FragColor = vec4(rgb, 1); }
這里貌似處理的算法不在shader中,而是一個通用的腳本,具體參數在.m文件中
四、聲明
以上內容僅供學習,請不要用於非法目的