Domain 890.se
The Netherlands
High5! B.V.
  • Git configuration and history exposed
    IP: 46.23.81.157
    Domain: 890.se
    Port: 443
    URL: https://890.se
    First seen 2025-10-12 14:26
    Last seen 2026-02-09 22:52
    Open for 120 days
    • Severity: medium
      Fingerprint: 2580fa947178c88602b1737db148c044b81b03713d63bb82370a6522f1d70f2b

      [core]
      	repositoryformatversion = 0
      	filemode = true
      	bare = false
      	logallrefupdates = true
      [remote "origin"]
      	url = https://git.sr.ht/~dash/890.se
      	fetch = +refs/heads/*:refs/remotes/origin/*
      [branch "master"]
      	remote = origin
      	merge = refs/heads/master
      
      Found on 2026-02-09 22:52
      255 Bytes
  • Open service 46.23.81.157:443 ยท 890.se

    2026-01-23 16:27

    HTTP/1.1 200 OK
    Access-Control-Allow-Origin: *
    Access-Control-Request-Methods: GET, HEAD, OPTIONS
    Content-Length: 10255
    Content-Security-Policy: default-src 'self' data: blob:; script-src 'self' 'unsafe-eval' 'unsafe-inline'; style-src 'self' 'unsafe-inline'; worker-src 'self' 'unsafe-eval' 'unsafe-inline' data: blob:; frame-src https:; img-src data: https:; media-src https:; object-src 'none'; sandbox allow-downloads allow-forms allow-modals allow-pointer-lock allow-popups allow-presentation allow-same-origin allow-scripts;
    Content-Type: text/html; charset=utf-8
    Last-Modified: Sat, 27 Sep 2025 16:23:01 GMT
    Vary: Accept-Encoding
    Date: Fri, 23 Jan 2026 16:27:37 GMT
    Connection: close
    
    Page title: 890 has a nice ring to it
    
    <!DOCTYPE html>
    <html lang="en-US">
    
    <head>
    <meta charset="UTF-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0" />
    <meta http-equiv="X-UA-Compatible" content="ie=edge" />
    
    <title>890 has a nice ring to it</title>
    <!-- <link rel="stylesheet" href="./.includes/index.css/terminal.min.css" /> !-->
    <style>
    #c {
        margin-left: 10%;
        margin-right: 10%;
        margin-top: 100px;
        width: 80%;
        height: 75%;
        display: block;
        opacity: 0.9;
    }
    html, body {
        margin:0;
        padding:0;
        height:100%;
    }
    </style>
    
    </head>
    <body class="terminal">
    <div class="logo terminal-prompt"><a href="./" class="no-style">Trollkarls akademi kan finnas</a></div>
    <div style="bottom: 0;position: absolute;color: #ff9"> Please see <a href="robots.txt"i style="absolute;color: #ff9 !important"> robots.txt </a> or <a href="info.txt" style="absolute;color: #ff9 !important"> infoz.text </a> for information</div>
    <canvas id="c"></canvas>
    <script src="https://890.se/three.min.js"></script>
    <script>
    function main() {
        const canvas = document.querySelector('#c');
        const renderer = new THREE.WebGLRenderer({canvas});
        renderer.autoClearColor = false;
    
        const camera = new THREE.OrthographicCamera(
            -1, // left
            1, // right
            1, // top
            -1, // bottom
            -1, // near,
            1, // far
        );
        const scene = new THREE.Scene();
        const plane = new THREE.PlaneGeometry(2, 2);
    
        const fragmentShader = `
        
    
        #include <common>
    
        uniform vec3 iResolution;
        uniform vec4 iDate;
        uniform float iTime;
        //
    
        /* ice and fire, by mattz
       License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
    
       Demonstrate triangulation of jittered triangular lattice.
    
    */
    const float s3 = 1.7320508075688772;
    const float i3 = 0.5773502691896258;
    
    const mat2 tri2cart = mat2(1.0, 0.0, -0.5, 0.5*s3);
    const mat2 cart2tri = mat2(1.0, 0.0, i3, 2.0*i3);
    
    //////////////////////////////////////////////////////////////////////
    // cosine based palette 
    // adapted from https://www.shadertoy.com/view/ll2GD3
    
    vec3 pal( in float t ) {
        
        const vec3 a = vec3(0.5);
        const vec3 b = vec3(0.5);
        const vec3 c = vec3(0.8, 0.8, 0.5);
        const vec3 d = vec3(0, 0.2, 0.5);
        
        return clamp(a + b*cos( 6.28318*(c*t+d) ), 0.0, 1.0);
        
    }
    
    //////////////////////////////////////////////////////////////////////
    // from https://www.shadertoy.com/view/4djSRW
    
    #define HASHSCALE1 .1031
    #define HASHSCALE3 vec3(443.897, 441.423, 437.195)
    
    float hash12(vec2 p) {
        vec3 p3  = fract(vec3(p.xyx) * HASHSCALE1);
        p3 += dot(p3, p3.yzx + 19.19);
        return fract((p3.x + p3.y) * p3.z);   
    }
    
    vec2 hash23(vec3 p3) {
    	p3 = fract(p3 * HASHSCALE3);
        p3 += dot(p3, p3.yzx+19.19);
        return fract((p3.xx+p3.yz)*p3.zy);
    }
    
    //////////////////////////////////////////////////////////////////////
    // compute barycentric coordinates from point differences
    // adapted from https://www.shadertoy.com/view/lslXDf
    
    vec3 bary(vec2 v0, vec2 v1, vec2 v2) {
        float inv_denom = 1.0 / (v0.x * v1.y - v1.x * v0.y);
        float v = (v2.x * v1.y - v1.x * v2.y) * inv_denom;
        float w = (v0.x * v2.y - v2.x * v0.y) * inv_denom;
        float u = 1.0 - v - w;
        return vec3(u,v,w);
    }
    
    //////////////////////////////////////////////////////////////////////
    // distance to line segment from point differences
    
    float dseg(vec2 xa, vec2 ba) {
        return length(xa - ba*clamp(dot(xa, ba)/dot(ba, ba), 0.0, 1.0));
    }
    
    //////////////////////////////////////////////////////////////////////
    // generate a random point on a circle from 3 integer coords (x, y, t)
    
    vec2 randCircle(vec3 p) {
        
        vec2 rt = hash23(p);
        
        float r = sqrt(rt.x);
        float theta = 6.283185307179586 * rt.y;
        
        return r*vec2(cos(theta), sin(theta));
        
    }
    
    //////////////////////////////////////////////////////////////////////
    // make a time-varying cubic spline at integer coords p that stays
    // inside a unit circle
    
    vec2 randCircleSpline(vec2 p, float t) {
    
        // standard catmull-rom spline implementation
        float t1 = floor(t);
        t -
    Found 2026-01-23 by HttpPlugin
    Create report
890.se
CN:
890.se
Key:
ECDSA-256
Issuer:
E8
Not before:
2025-12-11 12:54
Not after:
2026-03-11 12:54
Domain summary
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