The following URL (usually /.git/config) is publicly accessible and is leaking source code and repository configuration.
Severity: medium
Fingerprint: 2580fa947178c88602b1737db148c044b81b03713d63bb82370a6522d545a2dd
[core] repositoryformatversion = 0 filemode = true bare = false logallrefupdates = true [remote "origin"] url = https://git.sr.ht/~dash/d0k.org fetch = +refs/heads/*:refs/remotes/origin/* [branch "master"] remote = origin merge = refs/heads/master
Open service 46.23.81.157:443 · d0k.org
2026-01-23 12:53
HTTP/1.1 200 OK
Access-Control-Allow-Origin: *
Access-Control-Request-Methods: GET, HEAD, OPTIONS
Content-Length: 15695
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: Wed, 10 Dec 2025 12:20:33 GMT
Vary: Accept-Encoding
Date: Fri, 23 Jan 2026 12:53:34 GMT
Connection: close
Page title: -- d0k -- the org not net
<!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>-- d0k -- the org not net</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://d0k.org/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;
#define PI 3.14159265359
float t;
float pulse;
float move;
// HG_SDF
float vmax(vec3 v) {
return max(max(v.x, v.y), v.z);
}
// Box: correct distance to corners
float fBox(vec3 p, vec3 b) {
vec3 d = abs(p) - b;
return length(max(d, vec3(0))) + vmax(min(d, vec3(0)));
}
// Distance to line segment between <a> and <b>, used for fCapsule() version 2below
float fLineSegment(vec3 p, vec3 a, vec3 b) {
vec3 ab = b - a;
float t =
clamp(dot(p - a, ab) / dot(ab, ab), 0., 1.);
return length((ab*t + a) - p);
}
// Capsule version 2: between two end points <a> and <b> with radius r
float fCapsule(vec3 p, vec3 a, vec3 b, float r) {
return fLineSegment(p, a, b) - r;
}
float fPlane(vec3 p, vec3 n, float distanceFromOrigin) {
return dot(p, n) + distanceFromOrigin;
}
float fPlane(vec3 p, vec3 a, vec3 b, vec3 c, vec3 inside, float distanceFromOrigin) {
vec3 n = normalize(cross(c - b, a - b));
float d = -dot(a, n);
if (dot(n, inside) + d > 0.) {
n = -n;
d = -d;
}
return fPlane(p, n, d + distanceFromOrigin);
}
float fOpIntersectionRound(float a, float b, float r) {
float m = max(a, b);
if ((-a < r) && (-b < r)) {
return max(m, -(r - sqrt((r+a)*(r+a) + (r+b)*(r+b))));
} else {
return m;
}
}
// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base.
float fCone(vec3 p, float radius, float height) {
vec2 q = vec2(length(p.xz), p.y);
vec2 tip = q - vec2(0, height);
vec2 mantleDir = normalize(vec2(height, radius));
float mantle = dot(tip, mantleDir);
float d = max(mantle, -q.y);
float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x));
// distance to tip
if ((q.y > height) && (projected < 0.)) {
d = max(d, length(tip));
}
// distance to base ring
if ((q.x > radius) && (projected > length(vec2(height, radius)))) {
d = max(d, length(q - vec2(radius, 0)));
}
return d;
}
// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle <a>.
// Read like this: R(p.xz, a) rotates "x towards z".
// This is fast if <a> is a compile-time constant and slower (but still practical) if not.
void pR(inout vec2 p, float a) {
p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
}
// Reflect space at a plane
float pReflect(inout vec3 p, vec3 planeNormal, float offset) {
float t = dot(p, planeNormal)+offset;
if (t < 0.) {
p = p - (2.*t)*planeNormal;
}
return sign(t);
}
// The "Round" variant uses a quarter-circle to join the two objects smo
Open service 46.23.81.157:443 · d0k.org
2026-01-10 02:35
HTTP/1.1 200 OK
Access-Control-Allow-Origin: *
Access-Control-Request-Methods: GET, HEAD, OPTIONS
Content-Length: 15695
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: Wed, 10 Dec 2025 12:20:33 GMT
Vary: Accept-Encoding
Date: Sat, 10 Jan 2026 02:35:10 GMT
Connection: close
Page title: -- d0k -- the org not net
<!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>-- d0k -- the org not net</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://d0k.org/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;
#define PI 3.14159265359
float t;
float pulse;
float move;
// HG_SDF
float vmax(vec3 v) {
return max(max(v.x, v.y), v.z);
}
// Box: correct distance to corners
float fBox(vec3 p, vec3 b) {
vec3 d = abs(p) - b;
return length(max(d, vec3(0))) + vmax(min(d, vec3(0)));
}
// Distance to line segment between <a> and <b>, used for fCapsule() version 2below
float fLineSegment(vec3 p, vec3 a, vec3 b) {
vec3 ab = b - a;
float t =
clamp(dot(p - a, ab) / dot(ab, ab), 0., 1.);
return length((ab*t + a) - p);
}
// Capsule version 2: between two end points <a> and <b> with radius r
float fCapsule(vec3 p, vec3 a, vec3 b, float r) {
return fLineSegment(p, a, b) - r;
}
float fPlane(vec3 p, vec3 n, float distanceFromOrigin) {
return dot(p, n) + distanceFromOrigin;
}
float fPlane(vec3 p, vec3 a, vec3 b, vec3 c, vec3 inside, float distanceFromOrigin) {
vec3 n = normalize(cross(c - b, a - b));
float d = -dot(a, n);
if (dot(n, inside) + d > 0.) {
n = -n;
d = -d;
}
return fPlane(p, n, d + distanceFromOrigin);
}
float fOpIntersectionRound(float a, float b, float r) {
float m = max(a, b);
if ((-a < r) && (-b < r)) {
return max(m, -(r - sqrt((r+a)*(r+a) + (r+b)*(r+b))));
} else {
return m;
}
}
// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base.
float fCone(vec3 p, float radius, float height) {
vec2 q = vec2(length(p.xz), p.y);
vec2 tip = q - vec2(0, height);
vec2 mantleDir = normalize(vec2(height, radius));
float mantle = dot(tip, mantleDir);
float d = max(mantle, -q.y);
float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x));
// distance to tip
if ((q.y > height) && (projected < 0.)) {
d = max(d, length(tip));
}
// distance to base ring
if ((q.x > radius) && (projected > length(vec2(height, radius)))) {
d = max(d, length(q - vec2(radius, 0)));
}
return d;
}
// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle <a>.
// Read like this: R(p.xz, a) rotates "x towards z".
// This is fast if <a> is a compile-time constant and slower (but still practical) if not.
void pR(inout vec2 p, float a) {
p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
}
// Reflect space at a plane
float pReflect(inout vec3 p, vec3 planeNormal, float offset) {
float t = dot(p, planeNormal)+offset;
if (t < 0.) {
p = p - (2.*t)*planeNormal;
}
return sign(t);
}
// The "Round" variant uses a quarter-circle to join the two objects smo