Domain bugsescape.knapovsky.com
United States
Contabo Asia Private Limited
Software information

cloudflare cloudflare

tcp/443

  • Git configuration and history exposed
    First seen 2022-11-24 15:31
    Last seen 2025-12-30 10:30
    Open for 1131 days
    • 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
      
      Found on 2025-12-30 10:30
      270 Bytes
    • 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
      
      Found on 2025-09-28 17:34
      277 Bytes
  • 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
    x-content-type-options: nosniff
    cf-cache-status: DYNAMIC
    Nel: {"report_to":"cf-nel","success_fraction":0.0,"max_age":604800}
    Server-Timing: cfCacheStatus;desc="DYNAMIC"
    Server-Timing: cfEdge;dur=15,cfOrigin;dur=771
    CF-RAY: 9bb7b78759d7c33c-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 
    Found 2026-01-09 by HttpPlugin
    Create report
  • 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
    x-content-type-options: nosniff
    cf-cache-status: DYNAMIC
    Nel: {"report_to":"cf-nel","success_fraction":0.0,"max_age":604800}
    Server-Timing: cfCacheStatus;desc="DYNAMIC"
    Server-Timing: cfEdge;dur=17,cfOrigin;dur=768
    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 
    Found 2026-01-08 by HttpPlugin
    Create report
  • 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}
    Server-Timing: cfCacheStatus;desc="DYNAMIC"
    Server-Timing: cfEdge;dur=8,cfOrigin;dur=269
    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 
    Found 2025-12-30 by HttpPlugin
    Create report
  • 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 
    Found 2025-12-22 by HttpPlugin
    Create report
knapovsky.com*.knapovsky.com
CN:
knapovsky.com
Key:
ECDSA-256
Issuer:
WE1
Not before:
2026-01-08 11:26
Not after:
2026-04-08 12:24
knapovsky.com*.knapovsky.com
CN:
knapovsky.com
Key:
ECDSA-256
Issuer:
WE1
Not before:
2025-11-10 11:22
Not after:
2026-02-08 11:55
Domain summary