cloudflare
tcp/443
The following URL (usually /.git/config) is publicly accessible and is leaking source code and repository configuration.
Severity: medium
Fingerprint: 2580fa947178c88602b1737db148c044b81b03713d63bb82370a652247cac330
[core] repositoryformatversion = 0 filemode = true bare = false logallrefupdates = true [remote "origin"] url = git@github.com:knapovsky/bugs-escape-3d-webgl.git fetch = +refs/heads/*:refs/remotes/origin/* [branch "main"] remote = origin merge = refs/heads/main
Severity: medium
Fingerprint: 2580fa947178c88602b1737db148c044b81b03713d63bb82370a6522c9b3d6c7
[core] repositoryformatversion = 0 filemode = true bare = false logallrefupdates = true [remote "origin"] url = git@git.knapovsky.com:knapovsky/bugs-escape-3d-webgl.git fetch = +refs/heads/*:refs/remotes/origin/* [branch "main"] remote = origin merge = refs/heads/main
Open service 188.114.96.12:443 · bugsescape.knapovsky.com
2026-01-09 23:29
HTTP/1.1 200 OK
Date: Fri, 09 Jan 2026 23:29:29 GMT
Content-Type: text/html
Transfer-Encoding: chunked
Connection: close
Accept-Ranges: bytes
Report-To: {"group":"cf-nel","max_age":604800,"endpoints":[{"url":"https://a.nel.cloudflare.com/report/v4?s=TN2%2Bhae4QTVYq1RgrXCsvB45pYPc%2Bb0rwZ7XCy5j2SKZqK4W2TcuRyLGQxCLvhuXbrb8NxuOIJ%2FS58VdgovqaWEZ1cdXB0vuxaslPEfmo7ZayP%2F5jec%3D"}]}
last-modified: Mon, 29 Sep 2025 08:52:34 GMT
Server: cloudflare
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cf-cache-status: DYNAMIC
Nel: {"report_to":"cf-nel","success_fraction":0.0,"max_age":604800}
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CF-RAY: 9bb7b78759d7c33c-EWR
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Page title: Bug's Escape 2 WebGL
<!DOCTYPE HTML>
<html>
<head>
<title>Bug's Escape 2 WebGL</title>
<link href="./favicon.ico" rel="icon" type="image/x-icon" />
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<!-- VERTEX SHADER GLSL CODE -->
<script id="per-fragment-lighting-vs" type="x-shader/x-vertex">
// Vertex positions
attribute vec3 aVertexPosition;
// Vertex normals
attribute vec3 aVertexNormal;
// Texture cordinations
attribute vec2 aTextureCoord;
// Lightmap coordionations
attribute vec2 aLightmapCoord;
// Model-view Matrix
uniform mat4 uMVMatrix;
// Projection Matrix
uniform mat4 uPMatrix;
// Normal Matrix
uniform mat3 uNMatrix;
// Texture coordinations out
varying vec2 vTextureCoord;
// Normal out
varying vec3 vTransformedNormal;
// Vertex position out
varying vec4 vPosition;
// Lightmap coordination out
varying vec2 vLightmapCoord;
void main(void) {
// Transform vertex according to model-view matrix
vPosition = uMVMatrix * vec4(aVertexPosition, 1);
// Project vertex
gl_Position = uPMatrix * (vPosition);
// Pass texture coords
vTextureCoord = aTextureCoord;
// Pass lightmap coords
vLightmapCoord = aLightmapCoord;
// Transform normals
vTransformedNormal = uNMatrix * aVertexNormal;
}
</script>
<!-- FRAGMENT SHADER GLSL CODE -->
<script id="per-fragment-lighting-fs" type="x-shader/x-fragment">
// Medium precision
precision mediump float;
/* --- Varying variables --- */
// Texture coordinations
varying vec2 vTextureCoord;
// Lightmap coordination
varying vec2 vLightmapCoord;
// Normal vectors
varying vec3 vTransformedNormal;
// Vertex position
varying vec4 vPosition;
/* --- --- */
// Specular highlignts level
uniform float uMaterialShininess;
// Alpha level
uniform float uAlpha;
/* --- Uniform variables --- */
// Use specular?
uniform bool uShowSpecularHighlights;
// Use lightning?
uniform bool uUseLighting;
// Use textures?
uniform bool uUseTextures;
// Use lightmaps?
uniform bool uUseLightmap;
// Ambient light color vector
uniform vec3 uAmbientColor;
/* How many lights to use - OBSOLETE
uniform int lightCount;
uniform bool useMultipleLights;
uniform vec3 uPointLightingLocationArray[LIGHTS];
*/
// Point light location
uniform vec3 uPointLightingLocation;
// Point light specular color
uniform vec3 uPointLightingSpecularColor;
// Point light diffuse color
uniform vec3 uPointLightingDiffuseColor;
// Texture sampler
uniform sampler2D uSampler;
// Lightmap sampler
uniform sampler2D uLightmapSampler;
void main(void) {
vec3 lightWeighting;
/* No lightning, no lightmaps */
if (!uUseLighting) {
// Constant lightning
lightWeighting = vec3(1.0, 1.0, 1.0);
vec4 fragmentColor;
// Sampler, coords and texture needed
if (uUseTextures) {
fragmentColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
// Constant color
else {
fragmentColor = vec4(0.8, 0.8, 0.8, 1);
}
// gl_FragColor contains final fragment color
gl_FragColor = vec4(fragmentColor.rgb * lightWeighting, fragmentColor.a * uAlpha);
}
/* Lightning ON */
/* Phong shanding */
else {
vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
vec3 normal = normalize(vTransformedNormal);
float specularLightWeighting = 0.0;
// Specular highlights weighting
if (uShowSpecularHighlights) {
vec3 eyeDirection = normalize(-vPosition.xyz);
vec3 reflectionDirection = reflect(-lightDirection, normal);
specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uMaterialShininess);
}
float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);
// Final light weight
lightWeighting = uAmbientColor +
uPointLightingSpecularColor *
specularLightWeighting +
uPointLightingDiffuseColor *
diffuseLightWeighting;
vec4 fragmentColor;
vec4 fragmentLightmapColor;
float lightmapValue;
if (uUseTextures) {
// Get texture color
fragmentColor
Open service 188.114.96.0:443 · bugsescape.knapovsky.com
2026-01-08 18:57
HTTP/1.1 200 OK
Date: Thu, 08 Jan 2026 18:57:21 GMT
Content-Type: text/html
Transfer-Encoding: chunked
Connection: close
Accept-Ranges: bytes
Report-To: {"group":"cf-nel","max_age":604800,"endpoints":[{"url":"https://a.nel.cloudflare.com/report/v4?s=zq%2BWtIjsWKefJr131BE0YGYUn4xdIHh%2BYogIxCavxtdZ6GDy%2FuwQ45SRJFW%2FuIl93WU7obi5%2BJOmICVAJUTrSnZzV7vloXBsWu8856q6CgX0kJ%2FSUksl3w%3D%3D"}]}
last-modified: Mon, 29 Sep 2025 08:52:34 GMT
Server: cloudflare
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cf-cache-status: DYNAMIC
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CF-RAY: 9badeb887b15426b-EWR
alt-svc: h3=":443"; ma=86400
Page title: Bug's Escape 2 WebGL
<!DOCTYPE HTML>
<html>
<head>
<title>Bug's Escape 2 WebGL</title>
<link href="./favicon.ico" rel="icon" type="image/x-icon" />
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<!-- VERTEX SHADER GLSL CODE -->
<script id="per-fragment-lighting-vs" type="x-shader/x-vertex">
// Vertex positions
attribute vec3 aVertexPosition;
// Vertex normals
attribute vec3 aVertexNormal;
// Texture cordinations
attribute vec2 aTextureCoord;
// Lightmap coordionations
attribute vec2 aLightmapCoord;
// Model-view Matrix
uniform mat4 uMVMatrix;
// Projection Matrix
uniform mat4 uPMatrix;
// Normal Matrix
uniform mat3 uNMatrix;
// Texture coordinations out
varying vec2 vTextureCoord;
// Normal out
varying vec3 vTransformedNormal;
// Vertex position out
varying vec4 vPosition;
// Lightmap coordination out
varying vec2 vLightmapCoord;
void main(void) {
// Transform vertex according to model-view matrix
vPosition = uMVMatrix * vec4(aVertexPosition, 1);
// Project vertex
gl_Position = uPMatrix * (vPosition);
// Pass texture coords
vTextureCoord = aTextureCoord;
// Pass lightmap coords
vLightmapCoord = aLightmapCoord;
// Transform normals
vTransformedNormal = uNMatrix * aVertexNormal;
}
</script>
<!-- FRAGMENT SHADER GLSL CODE -->
<script id="per-fragment-lighting-fs" type="x-shader/x-fragment">
// Medium precision
precision mediump float;
/* --- Varying variables --- */
// Texture coordinations
varying vec2 vTextureCoord;
// Lightmap coordination
varying vec2 vLightmapCoord;
// Normal vectors
varying vec3 vTransformedNormal;
// Vertex position
varying vec4 vPosition;
/* --- --- */
// Specular highlignts level
uniform float uMaterialShininess;
// Alpha level
uniform float uAlpha;
/* --- Uniform variables --- */
// Use specular?
uniform bool uShowSpecularHighlights;
// Use lightning?
uniform bool uUseLighting;
// Use textures?
uniform bool uUseTextures;
// Use lightmaps?
uniform bool uUseLightmap;
// Ambient light color vector
uniform vec3 uAmbientColor;
/* How many lights to use - OBSOLETE
uniform int lightCount;
uniform bool useMultipleLights;
uniform vec3 uPointLightingLocationArray[LIGHTS];
*/
// Point light location
uniform vec3 uPointLightingLocation;
// Point light specular color
uniform vec3 uPointLightingSpecularColor;
// Point light diffuse color
uniform vec3 uPointLightingDiffuseColor;
// Texture sampler
uniform sampler2D uSampler;
// Lightmap sampler
uniform sampler2D uLightmapSampler;
void main(void) {
vec3 lightWeighting;
/* No lightning, no lightmaps */
if (!uUseLighting) {
// Constant lightning
lightWeighting = vec3(1.0, 1.0, 1.0);
vec4 fragmentColor;
// Sampler, coords and texture needed
if (uUseTextures) {
fragmentColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
// Constant color
else {
fragmentColor = vec4(0.8, 0.8, 0.8, 1);
}
// gl_FragColor contains final fragment color
gl_FragColor = vec4(fragmentColor.rgb * lightWeighting, fragmentColor.a * uAlpha);
}
/* Lightning ON */
/* Phong shanding */
else {
vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
vec3 normal = normalize(vTransformedNormal);
float specularLightWeighting = 0.0;
// Specular highlights weighting
if (uShowSpecularHighlights) {
vec3 eyeDirection = normalize(-vPosition.xyz);
vec3 reflectionDirection = reflect(-lightDirection, normal);
specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uMaterialShininess);
}
float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);
// Final light weight
lightWeighting = uAmbientColor +
uPointLightingSpecularColor *
specularLightWeighting +
uPointLightingDiffuseColor *
diffuseLightWeighting;
vec4 fragmentColor;
vec4 fragmentLightmapColor;
float lightmapValue;
if (uUseTextures) {
// Get texture color
fragmentColor
Open service 188.114.96.12:443 · bugsescape.knapovsky.com
2025-12-30 10:30
HTTP/1.1 200 OK
Date: Tue, 30 Dec 2025 10:30:11 GMT
Content-Type: text/html
Transfer-Encoding: chunked
Connection: close
Accept-Ranges: bytes
Report-To: {"group":"cf-nel","max_age":604800,"endpoints":[{"url":"https://a.nel.cloudflare.com/report/v4?s=GiDKUIYnuJ9us0HiUCiEVYHZm52EoNAOgtnYGBeYhEfJY3ZqivrlP%2FdRDxG9dQ6AoZvFxasNGEBh98hy7r8lw2TUlvNmHihfBoD4u%2Bc9xhArXR657VBeZw%3D%3D"}]}
last-modified: Mon, 29 Sep 2025 08:52:34 GMT
Server: cloudflare
x-content-type-options: nosniff
cf-cache-status: DYNAMIC
Nel: {"report_to":"cf-nel","success_fraction":0.0,"max_age":604800}
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CF-RAY: 9b60dc429f77ab4b-YYZ
alt-svc: h3=":443"; ma=86400
Page title: Bug's Escape 2 WebGL
<!DOCTYPE HTML>
<html>
<head>
<title>Bug's Escape 2 WebGL</title>
<link href="./favicon.ico" rel="icon" type="image/x-icon" />
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<!-- VERTEX SHADER GLSL CODE -->
<script id="per-fragment-lighting-vs" type="x-shader/x-vertex">
// Vertex positions
attribute vec3 aVertexPosition;
// Vertex normals
attribute vec3 aVertexNormal;
// Texture cordinations
attribute vec2 aTextureCoord;
// Lightmap coordionations
attribute vec2 aLightmapCoord;
// Model-view Matrix
uniform mat4 uMVMatrix;
// Projection Matrix
uniform mat4 uPMatrix;
// Normal Matrix
uniform mat3 uNMatrix;
// Texture coordinations out
varying vec2 vTextureCoord;
// Normal out
varying vec3 vTransformedNormal;
// Vertex position out
varying vec4 vPosition;
// Lightmap coordination out
varying vec2 vLightmapCoord;
void main(void) {
// Transform vertex according to model-view matrix
vPosition = uMVMatrix * vec4(aVertexPosition, 1);
// Project vertex
gl_Position = uPMatrix * (vPosition);
// Pass texture coords
vTextureCoord = aTextureCoord;
// Pass lightmap coords
vLightmapCoord = aLightmapCoord;
// Transform normals
vTransformedNormal = uNMatrix * aVertexNormal;
}
</script>
<!-- FRAGMENT SHADER GLSL CODE -->
<script id="per-fragment-lighting-fs" type="x-shader/x-fragment">
// Medium precision
precision mediump float;
/* --- Varying variables --- */
// Texture coordinations
varying vec2 vTextureCoord;
// Lightmap coordination
varying vec2 vLightmapCoord;
// Normal vectors
varying vec3 vTransformedNormal;
// Vertex position
varying vec4 vPosition;
/* --- --- */
// Specular highlignts level
uniform float uMaterialShininess;
// Alpha level
uniform float uAlpha;
/* --- Uniform variables --- */
// Use specular?
uniform bool uShowSpecularHighlights;
// Use lightning?
uniform bool uUseLighting;
// Use textures?
uniform bool uUseTextures;
// Use lightmaps?
uniform bool uUseLightmap;
// Ambient light color vector
uniform vec3 uAmbientColor;
/* How many lights to use - OBSOLETE
uniform int lightCount;
uniform bool useMultipleLights;
uniform vec3 uPointLightingLocationArray[LIGHTS];
*/
// Point light location
uniform vec3 uPointLightingLocation;
// Point light specular color
uniform vec3 uPointLightingSpecularColor;
// Point light diffuse color
uniform vec3 uPointLightingDiffuseColor;
// Texture sampler
uniform sampler2D uSampler;
// Lightmap sampler
uniform sampler2D uLightmapSampler;
void main(void) {
vec3 lightWeighting;
/* No lightning, no lightmaps */
if (!uUseLighting) {
// Constant lightning
lightWeighting = vec3(1.0, 1.0, 1.0);
vec4 fragmentColor;
// Sampler, coords and texture needed
if (uUseTextures) {
fragmentColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
// Constant color
else {
fragmentColor = vec4(0.8, 0.8, 0.8, 1);
}
// gl_FragColor contains final fragment color
gl_FragColor = vec4(fragmentColor.rgb * lightWeighting, fragmentColor.a * uAlpha);
}
/* Lightning ON */
/* Phong shanding */
else {
vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
vec3 normal = normalize(vTransformedNormal);
float specularLightWeighting = 0.0;
// Specular highlights weighting
if (uShowSpecularHighlights) {
vec3 eyeDirection = normalize(-vPosition.xyz);
vec3 reflectionDirection = reflect(-lightDirection, normal);
specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uMaterialShininess);
}
float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);
// Final light weight
lightWeighting = uAmbientColor +
uPointLightingSpecularColor *
specularLightWeighting +
uPointLightingDiffuseColor *
diffuseLightWeighting;
vec4 fragmentColor;
vec4 fragmentLightmapColor;
float lightmapValue;
if (uUseTextures) {
// Get texture color
fragmentColor
Open service 188.114.96.12:443 · bugsescape.knapovsky.com
2025-12-22 22:08
HTTP/1.1 200 OK
Date: Mon, 22 Dec 2025 22:08:21 GMT
Content-Type: text/html
Transfer-Encoding: chunked
Connection: close
Accept-Ranges: bytes
Report-To: {"group":"cf-nel","max_age":604800,"endpoints":[{"url":"https://a.nel.cloudflare.com/report/v4?s=CN1nacpwHuHCt9xrOWuXi5yf%2FiWL8LXom2c4PybxTVn77owxI4hl3pIX3W3UbFOGLeAz2dYQz68QxsIAnPy7yd2zERvCH%2BMBu5xH%2BMMflkokgQ6PArTS2w%3D%3D"}]}
last-modified: Mon, 29 Sep 2025 08:52:34 GMT
Server: cloudflare
x-content-type-options: nosniff
cf-cache-status: DYNAMIC
Nel: {"report_to":"cf-nel","success_fraction":0.0,"max_age":604800}
CF-RAY: 9b22efefdde907da-FRA
alt-svc: h3=":443"; ma=86400
Page title: Bug's Escape 2 WebGL
<!DOCTYPE HTML>
<html>
<head>
<title>Bug's Escape 2 WebGL</title>
<link href="./favicon.ico" rel="icon" type="image/x-icon" />
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<!-- VERTEX SHADER GLSL CODE -->
<script id="per-fragment-lighting-vs" type="x-shader/x-vertex">
// Vertex positions
attribute vec3 aVertexPosition;
// Vertex normals
attribute vec3 aVertexNormal;
// Texture cordinations
attribute vec2 aTextureCoord;
// Lightmap coordionations
attribute vec2 aLightmapCoord;
// Model-view Matrix
uniform mat4 uMVMatrix;
// Projection Matrix
uniform mat4 uPMatrix;
// Normal Matrix
uniform mat3 uNMatrix;
// Texture coordinations out
varying vec2 vTextureCoord;
// Normal out
varying vec3 vTransformedNormal;
// Vertex position out
varying vec4 vPosition;
// Lightmap coordination out
varying vec2 vLightmapCoord;
void main(void) {
// Transform vertex according to model-view matrix
vPosition = uMVMatrix * vec4(aVertexPosition, 1);
// Project vertex
gl_Position = uPMatrix * (vPosition);
// Pass texture coords
vTextureCoord = aTextureCoord;
// Pass lightmap coords
vLightmapCoord = aLightmapCoord;
// Transform normals
vTransformedNormal = uNMatrix * aVertexNormal;
}
</script>
<!-- FRAGMENT SHADER GLSL CODE -->
<script id="per-fragment-lighting-fs" type="x-shader/x-fragment">
// Medium precision
precision mediump float;
/* --- Varying variables --- */
// Texture coordinations
varying vec2 vTextureCoord;
// Lightmap coordination
varying vec2 vLightmapCoord;
// Normal vectors
varying vec3 vTransformedNormal;
// Vertex position
varying vec4 vPosition;
/* --- --- */
// Specular highlignts level
uniform float uMaterialShininess;
// Alpha level
uniform float uAlpha;
/* --- Uniform variables --- */
// Use specular?
uniform bool uShowSpecularHighlights;
// Use lightning?
uniform bool uUseLighting;
// Use textures?
uniform bool uUseTextures;
// Use lightmaps?
uniform bool uUseLightmap;
// Ambient light color vector
uniform vec3 uAmbientColor;
/* How many lights to use - OBSOLETE
uniform int lightCount;
uniform bool useMultipleLights;
uniform vec3 uPointLightingLocationArray[LIGHTS];
*/
// Point light location
uniform vec3 uPointLightingLocation;
// Point light specular color
uniform vec3 uPointLightingSpecularColor;
// Point light diffuse color
uniform vec3 uPointLightingDiffuseColor;
// Texture sampler
uniform sampler2D uSampler;
// Lightmap sampler
uniform sampler2D uLightmapSampler;
void main(void) {
vec3 lightWeighting;
/* No lightning, no lightmaps */
if (!uUseLighting) {
// Constant lightning
lightWeighting = vec3(1.0, 1.0, 1.0);
vec4 fragmentColor;
// Sampler, coords and texture needed
if (uUseTextures) {
fragmentColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
// Constant color
else {
fragmentColor = vec4(0.8, 0.8, 0.8, 1);
}
// gl_FragColor contains final fragment color
gl_FragColor = vec4(fragmentColor.rgb * lightWeighting, fragmentColor.a * uAlpha);
}
/* Lightning ON */
/* Phong shanding */
else {
vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
vec3 normal = normalize(vTransformedNormal);
float specularLightWeighting = 0.0;
// Specular highlights weighting
if (uShowSpecularHighlights) {
vec3 eyeDirection = normalize(-vPosition.xyz);
vec3 reflectionDirection = reflect(-lightDirection, normal);
specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uMaterialShininess);
}
float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);
// Final light weight
lightWeighting = uAmbientColor +
uPointLightingSpecularColor *
specularLightWeighting +
uPointLightingDiffuseColor *
diffuseLightWeighting;
vec4 fragmentColor;
vec4 fragmentLightmapColor;
float lightmapValue;
if (uUseTextures) {
// Get texture color
fragmentColor