The following URL (usually /.git/config) is publicly accessible and is leaking source code and repository configuration.
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
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 -