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Domain > comment.aprilforest.cn
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More information on this domain is in
AlienVault OTX
Is this malicious?
Yes
No
DNS Resolutions
Date
IP Address
2021-08-25
220.194.231.141
(
ClassC
)
2025-10-17
218.244.157.151
(
ClassC
)
Port 80
HTTP/1.1 200 OKServer: nginx/1.25.4Date: Fri, 17 Oct 2025 08:20:19 GMTContent-Type: text/htmlContent-Length: 5348Last-Modified: Wed, 24 Apr 2024 06:29:32 GMTConnection: keep-aliveETag: 6628a6cc-14e4Accept-Ranges: bytes !doctype html>html langen> head> meta charsetUTF-8 /> meta nameviewport contentwidthdevice-width, initial-scale1.0 /> title>/title> script typeimportmap> { imports: { three: ../build/three.module.js, three/addons/: ./jsm/ } } /script> script typemodule crossorigin src./dist__index.js>/script> link relstylesheet crossorigin href./dist__style.css> /head> body> div idapp>/div> !-- Fragment shader for protoplanets position --> script idcomputeShaderPosition typex-shader/x-fragment> #define delta ( 1.0 / 60.0 ) void main() { vec2 uv gl_FragCoord.xy / resolution.xy; vec4 tmpPos texture2D( texturePosition, uv ); vec3 pos tmpPos.xyz; vec4 tmpVel texture2D( textureVelocity, uv ); vec3 vel tmpVel.xyz; float mass tmpVel.w; if ( mass 0.0 ) { vel vec3( 0.0 ); } // Dynamics pos + vel * delta; gl_FragColor vec4( pos, 1.0 ); } /script> !-- Fragment shader for protoplanets velocity --> script idcomputeShaderVelocity typex-shader/x-fragment> // For PI declaration: #include common> #define delta ( 1.0 / 60.0 ) uniform float gravityConstant; uniform float density; const float width resolution.x; const float height resolution.y; float radiusFromMass( float mass ) { // Calculate radius of a sphere from mass and density return pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 ); } void main() { vec2 uv gl_FragCoord.xy / resolution.xy; float idParticle uv.y * resolution.x + uv.x; vec4 tmpPos texture2D( texturePosition, uv ); vec3 pos tmpPos.xyz; vec4 tmpVel texture2D( textureVelocity, uv ); vec3 vel tmpVel.xyz; float mass tmpVel.w; if ( mass > 0.0 ) { float radius radiusFromMass( mass ); vec3 acceleration vec3( 0.0 ); // Gravity interaction for ( float y 0.0; y height; y++ ) { for ( float x 0.0; x width; x++ ) { vec2 secondParticleCoords vec2( x + 0.5, y + 0.5 ) / resolution.xy; vec3 pos2 texture2D( texturePosition, secondParticleCoords ).xyz; vec4 velTemp2 texture2D( textureVelocity, secondParticleCoords ); vec3 vel2 velTemp2.xyz; float mass2 velTemp2.w; float idParticle2 secondParticleCoords.y * resolution.x + secondParticleCoords.x; if ( idParticle idParticle2 ) { continue; } if ( mass2 0.0 ) { continue; } vec3 dPos pos2 - pos; float distance length( dPos ); float radius2 radiusFromMass( mass2 ); if ( distance 0.0 ) { continue; } // Checks collision if ( distance radius + radius2 ) { if ( idParticle idParticle2 ) { // This particle is aggregated by the other vel ( vel * mass + vel2 * mass2 ) / ( mass + mass2 ); mass + mass2; radius radiusFromMass( mass ); } else { // This particle dies mass 0.0; radius 0.0; vel vec3( 0.0 ); break; } } float distanceSq distance * distance; float gravityField gravityConstant * mass2 / distanceSq; gravityField min( gravityField, 1000.0 ); acceleration + gravityField * normalize( dPos ); } if ( mass 0.0 ) { break; } } // Dynamics vel + delta * acceleration; } gl_FragColor vec4( vel, mass ); } /script> !-- Particles vertex shader --> script typex-shader/x-vertex idparticleVertexShader> // For PI declaration: #include common> uniform sampler2D texturePosition; uniform sampler2D textureVelocity; uniform float cameraConstant; uniform float density; varying vec4 vColor; float radiusFromMass( float mass ) { // Calculate radius of a sphere from mass and density return pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 ); } void main() { vec4 posTemp texture2D( texturePosition, uv ); vec3 pos posTemp.xyz; vec4 velTemp texture2D( textureVelocity, uv ); vec3 vel velTemp.xyz; float mass velTemp.w; vColor vec4( 1.0, mass / 250.0, 0.0, 1.0 ); vec4 mvPosition modelViewMatrix * vec4( pos, 1.0 ); // Calculate radius of a sphere from mass and density //float radius pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 ); float radius radiusFromMass( mass ); // Apparent size in pixels if ( mass 0.0 ) { gl_PointSize 0.0; } else { gl_PointSize radius * cameraConstant / ( - mvPosition.z ); } gl_Position projectionMatrix * mvPosition; } /script> !-- Particles fragment shader --> script typex-shader/x-fragment idparticleFragmentShader> varying vec4 vColor; void main() { if ( vColor.y 0.0 ) discard; float f length( gl_PointCoord - vec2( 0.5, 0.5 ) ); if ( f > 0.5 ) { discard; } gl_FragColor vColor; } /script> div idba> a hrefhttp://beian.miit.gov.cn>鄂ICP备2021012471号-2/a> /div> /body>/html>
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