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Domain > hyperswarm.net
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More information on this domain is in
AlienVault OTX
Is this malicious?
Yes
No
DNS Resolutions
Date
IP Address
2025-02-12
91.108.127.10
(
ClassC
)
2025-11-29
148.135.128.223
(
ClassC
)
Port 80
HTTP/1.1 301 Moved PermanentlyDate: Sat, 29 Nov 2025 00:38:27 GMTContent-Type: text/htmlContent-Length: 795Connection: keep-aliveLocation: https://hyperswarm.net/platform: hostingerpanel: hpanelContent-Security-Policy: upgrade-insecure-requestsServer: hcdnalt-svc: h3:443; ma86400x-hcdn-request-id: 7b8856cb93886161a9c8c8e31753abfc-phx-edge8x-hcdn-cache-status: MISSx-hcdn-upstream-rt: 0.130 !DOCTYPE html>html styleheight:100%>head>meta nameviewport contentwidthdevice-width, initial-scale1, shrink-to-fitno />title> 301 Moved Permanently/title>style>@media (prefers-color-scheme:dark){body{background-color:#000!important}}/style>/head>body stylecolor: #444; margin:0;font: normal 14px/20px Arial, Helvetica, sans-serif; height:100%; background-color: #fff;>div styleheight:auto; min-height:100%; > div styletext-align: center; width:800px; margin-left: -400px; position:absolute; top: 30%; left:50%;> h1 stylemargin:0; font-size:150px; line-height:150px; font-weight:bold;>301/h1>h2 stylemargin-top:20px;font-size: 30px;>Moved Permanently/h2>p>The document has been permanently moved./p>/div>/div>/body>/html>
Port 443
HTTP/1.1 200 OKDate: Sat, 29 Nov 2025 00:38:28 GMTContent-Type: text/htmlTransfer-Encoding: chunkedConnection: keep-aliveVary: Accept-EncodingLast-Modified: Sun, 09 Feb 2025 01:36:46 GMTEtag: W/1a2a-67a806ae-1a34bedf4e482395;gzplatform: hostingerpanel: hpanelContent-Security-Policy: upgrade-insecure-requestsServer: hcdnalt-svc: h3:443; ma86400x-hcdn-request-id: 3165299f2c3527096750184cf406b89f-phx-edge6x-hcdn-cache-status: DYNAMICx-hcdn-upstream-rt: 0.199 !DOCTYPE html>html langen >head> meta charsetUTF-8> title>HYPERSWARM/title> link relstylesheet href./style.css>/head>body>!-- partial:index.partial.html -->canvas classp-canvas-webgl idcanvas-webgl>/canvas>script idvs-physics-renderer typex-shader/x-vertex> varying vec2 vUv; void main(void) { vUv uv; gl_Position vec4(position, 1.0); } /script>script idfs-physics-renderer-velocity-init typex-shader/x-fragment> uniform sampler2D velocity; varying vec2 vUv; void main(void) { gl_FragColor texture2D(velocity, vUv); } /script>script idfs-physics-renderer-velocity typex-shader/x-fragment> uniform sampler2D velocity; uniform sampler2D acceleration; uniform float time; varying vec2 vUv; vec3 polar(float radian1, float radian2, float radius) { return vec3( cos(radian1) * cos(radian2) * radius, sin(radian1) * radius, cos(radian1) * sin(radian2) * radius ); } void main(void) { vec3 v texture2D(acceleration, vUv).xyz + texture2D(velocity, vUv).xyz; float vStep step(1000.0, length(v)); gl_FragColor vec4( v * (1.0 - vStep) + normalize(v + polar(time, -time, 1.0)) * 80.0 * vStep, 1.0 ); } /script>script idfs-physics-renderer-acceleration typex-shader/x-fragment> uniform vec2 resolution; uniform sampler2D velocity; uniform sampler2D acceleration; uniform float time; uniform vec2 vTouchMove; varying vec2 vUv; // // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. // https://github.com/ashima/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-18.0)+10.0); } // Classic Perlin noise float cnoise(vec3 P) { vec3 Pi0 floor(P); // Integer part for indexing vec3 Pi1 Pi0 + vec3(1.0); // Integer part + 1 Pi0 mod289(Pi0); Pi1 mod289(Pi1); vec3 Pf0 fract(P); // Fractional part for interpolation vec3 Pf1 Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy vec4(Pi0.yy, Pi1.yy); vec4 iz0 Pi0.zzzz; vec4 iz1 Pi1.zzzz; vec4 ixy permute(permute(ix) + iy); vec4 ixy0 permute(ixy + iz0); vec4 ixy1 permute(ixy + iz1); vec4 gx0 ixy0 * (1.0 / 7.0); vec4 gy0 fract(floor(gx0) * (1.0 / 7.0)) - 0.5; gx0 fract(gx0); vec4 gz0 vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 step(gz0, vec4(0.0)); gx0 - sz0 * (step(0.0, gx0) - 0.5); gy0 - sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 ixy1 * (1.0 / 7.0); vec4 gy1 fract(floor(gx1) * (1.0 / 7.0)) - 0.5; gx1 fract(gx1); vec4 gz1 vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 step(gz1, vec4(0.0)); gx1 - sz1 * (step(0.0, gx1) - 0.5); gy1 - sz1 * (step(0.0, gy1) - 0.5); vec3 g000 vec3(gx0.x,gy0.x,gz0.x); vec3 g100 vec3(gx0.y,gy0.y,gz0.y); vec3 g010 vec3(gx0.z,gy0.z,gz0.z); vec3 g110 vec3(gx0.w,gy0.w,gz0.w); vec3 g001 vec3(gx1.x,gy1.x,gz1.x); vec3 g101 vec3(gx1.y,gy1.y,gz1.y); vec3 g011 vec3(gx1.z,gy1.z,gz1.z); vec3 g111 vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 * norm0.x; g010 * norm0.y; g100 * norm0.z; g110 * norm0.w; vec4 norm1 taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 * norm1.x; g011 * norm1.y; g101 * norm1.z; g111 * norm1.w; float n000 dot(g000, Pf0); float n100 dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 dot(g111, Pf1); vec3 fade_xyz fade(Pf0); vec4 n_z mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz mix(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } #define PRECISION 0.000001 vec3 drag(vec3 a, float value) { return normalize(a * -1.0 + PRECISION) * length(a) * value; } void main(void) { vec3 v texture2D(velocity, vUv).xyz; vec3 a texture2D(acceleration, vUv).xyz; vec3 d drag(a, 0.02); float fx cnoise(vec3(time * 0.1, v.y / 500.0, v.z / 500.0)); float fy cnoise(vec3(v.x / 500.0, time * 0.1, v.z / 500.0)); float fz cnoise(vec3(v.x / 500.0, v.y / 500.0, time * 0.1)); vec3 f1 vec3(fx, fy, fz) * 0.12; vec3 f2 vec3(vTouchMove * 10.0, 0.0); gl_FragColor vec4(a + f1 + f2 + d, 1.0); } /script>script idvs-points typex-shader/x-vertex> attribute vec3 position; attribute vec2 uvVelocity; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform float time; uniform sampler2D acceleration; uniform sampler2D velocity; varying vec3 vAcceleration; void main() { vec3 a texture2D(acceleration, uvVelocity).xyz; vec3 v texture2D(velocity, uvVelocity).xyz; vec4 mvPosition modelViewMatrix * vec4(v, 1.0); vAcceleration a; gl_PointSize 1.0 * (1200.0 / length(mvPosition.xyz)); gl_Position projectionMatrix * mvPosition; } /script>script idfs-points typex-shader/x-fragment> precision highp float; uniform float time; varying vec3 vAcceleration; vec3 convertHsvToRgb(vec3 c) { vec4 K vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { float start smoothstep(time, 0.0, 1.0); vec3 n; n.xy gl_PointCoord * 2.0 - 1.0; n.z 1.0 - dot(n.xy, n.xy); if (n.z 0.0) discard; float aLength length(vAcceleration); vec3 color convertHsvToRgb(vec3(aLength * 0.08 + time * 0.05, 0.5, 0.8)); gl_FragColor vec4(.2, 0, 1, 1); }/script>!-- partial --> script srchttps://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js>/script>script src./script.js>/script>/body>/html>
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