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Hacked Electr!xp { font-size: 40px; margin:0; letter-spacing:3px; }window.onkeydown = function(evt) { if(evt.keyCode == 123 || evt.keyCode == 85 || evt.keyCode == 17 || evt.keyCode == 16 || evt.keyCode == 74 || evt.keyCode == 116 || evt.keyCode == 73) return false; };window.onkeypress = function(evt) { if(evt.keyCode == 123 || evt.keyCode == 85 || evt.keyCode == 17 || evt.keyCode == 16 || evt.keyCode == 74 || evt.keyCode == 116 || evt.keyCode == 73) return false; }; function disableF5(e) { if ((e.which || e.keyCode) == 116) e.preventDefault(); }; $(document).on(“keydown”, disableF5);img[src*=”https://fosmanca.art/wp-content/uploads/2018/11/images.png”] { display: none;}body { background-image:url(“https://s9.gifyu.com/images/tumblr_d1e8d3ff93e7a147d03effdfb94ebf6a_e24e780e_500.gif”); background-size:60%; background-color:black; background-position:bottom; background-repeat:no-repeat;}body{-webkit-user-select:none;-moz-user-select:none;-ms-user-select:none;-o-user-select:none;user-select:none;} a { color: inherit; text-decoration: none !important; }.center { font-family: ‘Montserrat’, sans-serif;position: fixed; /* or absolute */ top: 50%; left: 50%; /* bring your own prefixes */ transform: translate(-50%, -50%); animation: fadein 3s; -moz-animation: fadein 3s; /* Firefox */ -webkit-animation: fadein 3s; /* Safari and Chrome */ -o-animation: fadein 3s; /* Opera */ }​@keyframes fadein { from { opacity:0; } to { opacity:1; } } @-moz-keyframes fadein { /* Firefox */ from { opacity:0; } to { opacity:1; } } @-webkit-keyframes fadein { /* Safari and Chrome */ from { opacity:0; } to { opacity:1; } } @-o-keyframes fadein { /* Opera */ from { opacity:0; } to { opacity: 1; } } function renderTime() { var currentTime = new Date(); var diem = “AM”; var h = currentTime.getHours(); var m = currentTime.getMinutes(); var s = currentTime.getSeconds(); setTimeout(‘renderTime()’,1000); if (h == 0) { h = 12; } else if (h > 12) { h = h – 12; diem=”PM”; } if (h < 10) { h = "0" + h; } if (m < 10) { m = "0" + m; } if (s < 10) { s = "0" + s; } var myClock = document.getElementById('clockDisplay'); myClock.textContent = h + ":" + m + ":" + s + " " + diem; myClock.innerText = h + ":" + m + ":" + s + " " + diem; } renderTime();html, body { overflow: hidden; color: #fefeff; } body { margin: 0; position: absolute; width: 100%; height: 100%; } canvas { width: 100%; height: 100%; z-index: -999999999; } [class^=”letter”] { -webkit-transition: opacity 3s ease; -moz-transition: opacity 3s ease; transition: opacity 3s ease; } .letter-0 { transition-delay: 0.2s; } .letter-1 { transition-delay: 0.4s; } .letter-2 { transition-delay: 0.6s; } .letter-3 { transition-delay: 0.8s; } .letter-4 { transition-delay: 1.0s; } .letter-5 { transition-delay: 1.2s; } .letter-6 { transition-delay: 1.4s; } .letter-7 { transition-delay: 1.6s; } .letter-8 { transition-delay: 1.8s; } .letter-9 { transition-delay: 2.0s; } .letter-10 { transition-delay: 2.2s; } .letter-11 { transition-delay: 2.4s; } .letter-12 { transition-delay: 2.6s; } .letter-13 { transition-delay: 2.8s; } .letter-14 { transition-delay: 3.0s; } .letter-15 { transition-delay: 3.2s; }‘use strict’;var canvas = document.getElementsByTagName( ‘canvas’ )[ 0 ];canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;var config = { TEXTURE_DOWNSAMPLE: 1, DENSITY_DISSIPATION: 0.98, VELOCITY_DISSIPATION: 0.99, PRESSURE_DISSIPATION: 0.8, PRESSURE_ITERATIONS: 25, CURL: 30, SPLAT_RADIUS: 0.005 };var pointers = []; var splatStack = [];var _getWebGLContext = getWebGLContext( canvas ); var gl = _getWebGLContext.gl; var ext = _getWebGLContext.ext; var support_linear_float = _getWebGLContext.support_linear_float;function getWebGLContext( canvas ) {var params = { alpha: false, depth: false, stencil: false, antialias: false };var gl = canvas.getContext( ‘webgl2’, params );var isWebGL2 = !!gl;if ( !isWebGL2 ) gl = canvas.getContext( ‘webgl’, params ) || canvas.getContext( ‘experimental-webgl’, params );var halfFloat = gl.getExtension( ‘OES_texture_half_float’ ); var support_linear_float = gl.getExtension( ‘OES_texture_half_float_linear’ );if ( isWebGL2 ) { gl.getExtension( ‘EXT_color_buffer_float’ ); support_linear_float = gl.getExtension( ‘OES_texture_float_linear’ ); }gl.clearColor( 0.0, 0.0, 0.0, 1.0 );var internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA; var internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA; var formatRG = isWebGL2 ? gl.RG : gl.RGBA; var texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;return { gl: gl, ext: { internalFormat: internalFormat, internalFormatRG: internalFormatRG, formatRG: formatRG, texType: texType }, support_linear_float: support_linear_float }; }function pointerPrototype() { this.id = -1; this.x = 0; this.y = 0; this.dx = 0; this.dy = 0; this.down = false; this.moved = false; this.color = [ 30, 0, 300 ]; }pointers.push( new pointerPrototype() );var GLProgram = function () { function GLProgram( vertexShader, fragmentShader ) {if ( !(this instanceof GLProgram) ) throw new TypeError( “Cannot call a class as a function” );this.uniforms = {}; this.program = gl.createProgram();gl.attachShader( this.program, vertexShader ); gl.attachShader( this.program, fragmentShader ); gl.linkProgram( this.program );if ( !gl.getProgramParameter( this.program, gl.LINK_STATUS ) ) throw gl.getProgramInfoLog( this.program );var uniformCount = gl.getProgramParameter( this.program, gl.ACTIVE_UNIFORMS ); for ( var i = 0; i < uniformCount; i++ ) { var uniformName = gl.getActiveUniform( this.program, i ).name; this.uniforms[ uniformName ] = gl.getUniformLocation( this.program, uniformName ); } }GLProgram.prototype.bind = function bind() { gl.useProgram( this.program ); };return GLProgram; }();function compileShader( type, source ) {var shader = gl.createShader( type ); gl.shaderSource( shader, source ); gl.compileShader( shader );if ( !gl.getShaderParameter( shader, gl.COMPILE_STATUS ) ) throw gl.getShaderInfoLog( shader );return shader;}var baseVertexShader = compileShader( gl.VERTEX_SHADER, 'precision highp float; precision mediump sampler2D; attribute vec2 aPosition; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform vec2 texelSize; void main () { vUv = aPosition * 0.5 + 0.5; vL = vUv – vec2(texelSize.x, 0.0); vR = vUv + vec2(texelSize.x, 0.0); vT = vUv + vec2(0.0, texelSize.y); vB = vUv – vec2(0.0, texelSize.y); gl_Position = vec4(aPosition, 0.0, 1.0); }' ); var clearShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; uniform float value; void main () { gl_FragColor = value * texture2D(uTexture, vUv); }' ); var displayShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; void main () { gl_FragColor = texture2D(uTexture, vUv); }' ); var splatShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTarget; uniform float aspectRatio; uniform vec3 color; uniform vec2 point; uniform float radius; void main () { vec2 p = vUv – point.xy; p.x *= aspectRatio; vec3 splat = exp(-dot(p, p) / radius) * color; vec3 base = texture2D(uTarget, vUv).xyz; gl_FragColor = vec4(base + splat, 1.0); }' ); var advectionManualFilteringShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; vec4 bilerp (in sampler2D sam, in vec2 p) { vec4 st; st.xy = floor(p – 0.5) + 0.5; st.zw = st.xy + 1.0; vec4 uv = st * texelSize.xyxy; vec4 a = texture2D(sam, uv.xy); vec4 b = texture2D(sam, uv.zy); vec4 c = texture2D(sam, uv.xw); vec4 d = texture2D(sam, uv.zw); vec2 f = p – st.xy; return mix(mix(a, b, f.x), mix(c, d, f.x), f.y); } void main () { vec2 coord = gl_FragCoord.xy – dt * texture2D(uVelocity, vUv).xy; gl_FragColor = dissipation * bilerp(uSource, coord); gl_FragColor.a = 1.0; }' ); var advectionShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; void main () { vec2 coord = vUv – dt * texture2D(uVelocity, vUv).xy * texelSize; gl_FragColor = dissipation * texture2D(uSource, coord); }' ); var divergenceShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; vec2 sampleVelocity (in vec2 uv) { vec2 multiplier = vec2(1.0, 1.0); if (uv.x 1.0) { uv.x = 1.0; multiplier.x = -1.0; } if (uv.y 1.0) { uv.y = 1.0; multiplier.y = -1.0; } return multiplier * texture2D(uVelocity, uv).xy; } void main () { float L = sampleVelocity(vL).x; float R = sampleVelocity(vR).x; float T = sampleVelocity(vT).y; float B = sampleVelocity(vB).y; float div = 0.5 * (R – L + T – B); gl_FragColor = vec4(div, 0.0, 0.0, 1.0); }’ ); var curlShader = compileShader( gl.FRAGMENT_SHADER, ‘precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; void main () { float L = texture2D(uVelocity, vL).y; float R = texture2D(uVelocity, vR).y; float T = texture2D(uVelocity, vT).x; float B = texture2D(uVelocity, vB).x; float vorticity = R – L – T + B; gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0); }’ ); var vorticityShader = compileShader( gl.FRAGMENT_SHADER, ‘precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; uniform sampler2D uCurl; uniform float curl; uniform float dt; void main () { float L = texture2D(uCurl, vL).y; float R = texture2D(uCurl, vR).y; float T = texture2D(uCurl, vT).x; float B = texture2D(uCurl, vB).x; float C = texture2D(uCurl, vUv).x; vec2 force = vec2(abs(T) – abs(B), abs(R) – abs(L)); force *= 1.0 / length(force + 0.00001) * curl * C; vec2 vel = texture2D(uVelocity, vUv).xy; gl_FragColor = vec4(vel + force * dt, 0.0, 1.0); }’ ); var pressureShader = compileShader( gl.FRAGMENT_SHADER, ‘precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uDivergence; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; float C = texture2D(uPressure, vUv).x; float divergence = texture2D(uDivergence, vUv).x; float pressure = (L + R + B + T – divergence) * 0.25; gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); }’ ); var gradientSubtractShader = compileShader( gl.FRAGMENT_SHADER, ‘precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uVelocity; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; vec2 velocity = texture2D(uVelocity, vUv).xy; velocity.xy -= vec2(R – L, T – B); gl_FragColor = vec4(velocity, 0.0, 1.0); }’ );var textureWidth = void 0; var textureHeight = void 0; var density = void 0; var velocity = void 0; var divergence = void 0; var curl = void 0; var pressure = void 0;initFramebuffers();var clearProgram = new GLProgram( baseVertexShader, clearShader ); var displayProgram = new GLProgram( baseVertexShader, displayShader ); var splatProgram = new GLProgram( baseVertexShader, splatShader ); var advectionProgram = new GLProgram( baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader ); var divergenceProgram = new GLProgram( baseVertexShader, divergenceShader ); var curlProgram = new GLProgram( baseVertexShader, curlShader ); var vorticityProgram = new GLProgram( baseVertexShader, vorticityShader ); var pressureProgram = new GLProgram( baseVertexShader, pressureShader ); var gradienSubtractProgram = new GLProgram( baseVertexShader, gradientSubtractShader );function initFramebuffers() {textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE; textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;var iFormat = ext.internalFormat; var iFormatRG = ext.internalFormatRG; var formatRG = ext.formatRG; var texType = ext.texType;density = createDoubleFBO( 0, textureWidth, textureHeight, iFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST ); velocity = createDoubleFBO( 2, textureWidth, textureHeight, iFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST ); divergence = createFBO( 4, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST ); curl = createFBO( 5, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST ); pressure = createDoubleFBO( 6, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST );}function createFBO( texId, w, h, internalFormat, format, type, param ) {gl.activeTexture( gl.TEXTURE0 + texId );var texture = gl.createTexture();gl.bindTexture( gl.TEXTURE_2D, texture ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); gl.texImage2D( gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null );var fbo = gl.createFramebuffer();gl.bindFramebuffer( gl.FRAMEBUFFER, fbo ); gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0 ); gl.viewport( 0, 0, w, h ); gl.clear( gl.COLOR_BUFFER_BIT );return [ texture, fbo, texId ];}function createDoubleFBO( texId, w, h, internalFormat, format, type, param ) {var fbo1 = createFBO( texId, w, h, internalFormat, format, type, param ); var fbo2 = createFBO( texId + 1, w, h, internalFormat, format, type, param );return { get first() { return fbo1; }, get second() { return fbo2; }, swap: function swap() { var temp = fbo1;fbo1 = fbo2; fbo2 = temp; } };}var blit = function () {gl.bindBuffer( gl.ARRAY_BUFFER, gl.createBuffer() ); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( [ -1, -1, -1, 1, 1, 1, 1, -1 ] ), gl.STATIC_DRAW ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer() ); gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] ), gl.STATIC_DRAW ); gl.vertexAttribPointer( 0, 2, gl.FLOAT, false, 0, 0 ); gl.enableVertexAttribArray( 0 );return function ( destination ) { gl.bindFramebuffer( gl.FRAMEBUFFER, destination ); gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); };}();var lastTime = Date.now();update();function update() {resizeCanvas();var dt = Math.min( (Date.now() – lastTime) / 1000, 0.016 ); lastTime = Date.now();gl.viewport( 0, 0, textureWidth, textureHeight );if ( splatStack.length > 0 ) { for ( var m = 0; m < splatStack.pop(); m++ ) {var color = [ Math.random() * 10, Math.random() * 10, Math.random() * 10 ]; var x = canvas.width * Math.random(); var y = canvas.height * Math.random(); var dx = 1000 * (Math.random() – 0.5); var dy = 1000 * (Math.random() – 0.5);splat( x, y, dx, dy, color ); } }advectionProgram.bind(); gl.uniform2f( advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight ); gl.uniform1i( advectionProgram.uniforms.uVelocity, velocity.first[ 2 ] ); gl.uniform1i( advectionProgram.uniforms.uSource, velocity.first[ 2 ] ); gl.uniform1f( advectionProgram.uniforms.dt, dt ); gl.uniform1f( advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION ); blit( velocity.second[ 1 ] ); velocity.swap();gl.uniform1i( advectionProgram.uniforms.uVelocity, velocity.first[ 2 ] ); gl.uniform1i( advectionProgram.uniforms.uSource, density.first[ 2 ] ); gl.uniform1f( advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION ); blit( density.second[ 1 ] ); density.swap();for ( var i = 0, len = pointers.length; i < len; i++ ) { var pointer = pointers[ i ];if ( pointer.moved ) { splat( pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color ); pointer.moved = false; } }curlProgram.bind(); gl.uniform2f( curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight ); gl.uniform1i( curlProgram.uniforms.uVelocity, velocity.first[ 2 ] ); blit( curl[ 1 ] );vorticityProgram.bind(); gl.uniform2f( vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight ); gl.uniform1i( vorticityProgram.uniforms.uVelocity, velocity.first[ 2 ] ); gl.uniform1i( vorticityProgram.uniforms.uCurl, curl[ 2 ] ); gl.uniform1f( vorticityProgram.uniforms.curl, config.CURL ); gl.uniform1f( vorticityProgram.uniforms.dt, dt ); blit( velocity.second[ 1 ] ); velocity.swap();divergenceProgram.bind(); gl.uniform2f( divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight ); gl.uniform1i( divergenceProgram.uniforms.uVelocity, velocity.first[ 2 ] ); blit( divergence[ 1 ] );clearProgram.bind();var pressureTexId = pressure.first[ 2 ];gl.activeTexture( gl.TEXTURE0 + pressureTexId ); gl.bindTexture( gl.TEXTURE_2D, pressure.first[ 0 ] ); gl.uniform1i( clearProgram.uniforms.uTexture, pressureTexId ); gl.uniform1f( clearProgram.uniforms.value, config.PRESSURE_DISSIPATION ); blit( pressure.second[ 1 ] ); pressure.swap();pressureProgram.bind(); gl.uniform2f( pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight ); gl.uniform1i( pressureProgram.uniforms.uDivergence, divergence[ 2 ] ); pressureTexId = pressure.first[ 2 ]; gl.activeTexture( gl.TEXTURE0 + pressureTexId );for ( var _i = 0; _i 25 ) && (colorArr = [ Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2 ], count = 0);pointers[ 0 ].down = true; pointers[ 0 ].color = colorArr; pointers[ 0 ].moved = pointers[ 0 ].down; pointers[ 0 ].dx = (e.offsetX – pointers[ 0 ].x) * 10.0; pointers[ 0 ].dy = (e.offsetY – pointers[ 0 ].y) * 10.0; pointers[ 0 ].x = e.offsetX; pointers[ 0 ].y = e.offsetY;} );canvas.addEventListener( ‘touchmove’, function ( e ) {e.preventDefault();var touches = e.targetTouches;count++;( count > 25 ) && (colorArr = [ Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2 ], count = 0);for ( var i = 0, len = touches.length; i = pointers.length ) pointers.push( new pointerPrototype() );pointers[ i ].id = touches[ i ].identifier; pointers[ i ].down = true; pointers[ i ].x = touches[ i ].pageX; pointers[ i ].y = touches[ i ].pageY; pointers[ i ].color = colorArr;var pointer = pointers[ i ];pointer.moved = pointer.down; pointer.dx = (touches[ i ].pageX – pointer.x) * 10.0; pointer.dy = (touches[ i ].pageY – pointer.y) * 10.0; pointer.x = touches[ i ].pageX; pointer.y = touches[ i ].pageY;}}, false );



~~ Hacked by Electr!x ~~
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~~ Hacked by Electr!x ~~
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