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Current File : /home/expressoneac/www/wp-content/themes/woodmart/js/scripts/shaders/shaders.min.js
woodmartThemeModule.shaders={matrixVertex:"attribute vec2 a_texCoord;attribute vec2 a_position;uniform mat3 u_matrix;void main() {\tgl_Position = vec4( ( u_matrix * vec3(a_position, 1) ).xy, 0, 1);\ta_texCoord;}",sliderWithNoise:"precision mediump float;uniform float u_time;uniform float u_progress;uniform sampler2D u_image0;uniform vec2 u_image0_size;uniform sampler2D u_image1;uniform vec2 u_image1_size;uniform vec2 u_pixels;uniform vec2 u_mouse;uniform vec2 u_uvRate;uniform float u_scale;float rand(vec2 seed) {\treturn fract(sin(dot(seed, vec2(1.29898,7.8233))) * 4.37585453123);}float noise(vec2 position) {\tvec2 block_position = floor(position);\tfloat top_left_value     = rand(block_position);\tfloat top_right_value    = rand(block_position + vec2(1.0, 0.0));\tfloat bottom_left_value  = rand(block_position + vec2(0.0, 1.0));\tfloat bottom_right_value = rand(block_position + vec2(1.0, 1.0));\tvec2 computed_value = smoothstep(0.0, 1.0, fract(position));\treturn mix(top_left_value, top_right_value, computed_value.x)\t\t+ (bottom_left_value  - top_left_value)  * computed_value.y * (1.0 - computed_value.x)\t\t+ (bottom_right_value - top_right_value) * computed_value.x * computed_value.y\t\t- 0.5;}void main() {\tvec2 uv = gl_FragCoord.xy/u_pixels.xy;\tuv.y = 1.0 - uv.y;\tvec2 uv2 = uv;\tvec2 s = u_pixels.xy/10.;\tvec2 i = u_image0_size/10.;\tfloat rs = s.x / s.y;\tfloat ri = i.x / i.y;\tvec2 new = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x);\tvec2 offset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new;\tuv = uv * s / new + offset;\ti = u_image1_size/10.;\tri = i.x / i.y;\tnew = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x);\toffset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new;\tuv2 = uv2 * s / new + offset;\tfloat delayValue = clamp(u_progress, 0., 1.);   float d = distance(u_mouse*u_uvRate, uv*u_uvRate);\tfloat ppp = ((u_progress - .5) * (u_progress - .5) - .25 );\tvec2 uv_offset = ppp * 1.1 * vec2( noise(uv * 10.0 + sin(u_time + uv.x * 5.0)) / 10.0, noise(uv * 10.0 + cos(u_time + uv.y * 5.0)) / 10.0);\tuv += uv_offset;\tuv2 += uv_offset;\tuv = (uv - vec2(.5, .5)) * u_scale + 0.5;\tvec4 rgba1 = texture2D( u_image0, uv );\tvec4 rgba2 = texture2D( u_image1, uv2 );\tvec4 rgba = mix(rgba1, rgba2, delayValue);\tgl_FragColor = rgba;}",sliderPattern:"precision mediump float;uniform float u_time;uniform float u_progress;uniform sampler2D u_image0;uniform vec2 u_image0_size;uniform sampler2D u_image1;uniform vec2 u_image1_size;uniform sampler2D u_image2;uniform vec2 u_image2_size;uniform vec2 u_pixels;void main() {\tvec2 uv = gl_FragCoord.xy/u_pixels.xy;\tuv.y = 1.0 - uv.y;\tvec2 uv2 = uv;\tvec2 s = u_pixels.xy/10.;\tvec2 i = u_image0_size/10.;\tfloat rs = s.x / s.y;\tfloat ri = i.x / i.y;\tvec2 new = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x);\tvec2 offset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new;\tuv = uv * s / new + offset;\ti = u_image1_size/10.;\tri = i.x / i.y;\tnew = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x);\toffset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new;\tuv2 = uv2 * s / new + offset;vec4 disp = texture2D(u_image2, uv);float effectFactor = 0.4;vec2 distortedPosition = vec2(uv.x + u_progress * (disp.r*effectFactor), uv.y);vec2 distortedPosition2 = vec2(uv.x - (1.0 - u_progress) * (disp.r*effectFactor), uv.y);vec4 _texture = texture2D(u_image0, distortedPosition);vec4 _texture2 = texture2D(u_image1, distortedPosition2);vec4 finalTexture = mix(_texture, _texture2, u_progress);gl_FragColor = finalTexture;}",sliderWithWave:"precision mediump float;uniform float u_time;uniform float u_progress;uniform sampler2D u_image0;uniform vec2 u_image0_size;uniform sampler2D u_image1;uniform vec2 u_image1_size;uniform vec2 u_pixels;uniform vec2 u_mouse;uniform vec2 u_uvRate;uniform float u_scale;    vec2 mirrored(vec2 v) {        vec2 m = mod(v,2.);        return mix(m,2.0 - m, step(1.0 ,m));    }    float tri(float p) {        return mix(p,1.0 - p, step(0.5 ,p))*2.;    }void main() {\tvec2 uv = gl_FragCoord.xy/u_pixels.xy;\tuv.y = 1.0 - uv.y;\tvec2 uv2 = uv;\tvec2 s = u_pixels.xy/10.;\tvec2 i = u_image0_size.xy/10.;\tfloat rs = s.x / s.y;\tfloat ri = i.x / i.y;\tvec2 new = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, (i.y * s.x) / i.x);\tvec2 offset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new;\tuv = uv * s / new + offset;\ti = u_image1_size.xy/10.;\tri = i.x / i.y;\tnew = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x);\toffset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new;\tuv2 = uv2 * s / new + offset;    float delayValue = u_progress*6.5 - uv.y*2. + uv.x - 3.0;    vec2 accel = vec2(0.5,2.);    delayValue = clamp(delayValue,0.,1.);    vec2 translateValue = u_progress + delayValue*accel;    vec2 translateValue1 = vec2(-0.5,1.)* translateValue;    vec2 translateValue2 = vec2(-0.5,1.)* (translateValue - 1. - accel);    vec2 w = sin( sin(u_time) * vec2(0,0.3) + uv.yx*vec2(0,4.))*vec2(0,0.5);    vec2 xy = w*(tri(u_progress)*0.5 + tri(delayValue)*0.5);    vec2 uv1 = uv + translateValue1 + xy;    uv2 = uv2 + translateValue2 + xy;    vec4 rgba1 = texture2D(u_image0,mirrored(uv1));    vec4 rgba2 = texture2D(u_image1,mirrored(uv2));    vec4 rgba = mix(rgba1,rgba2,delayValue);\tgl_FragColor = rgba;}",hoverWave:"precision mediump float;uniform float u_time;uniform float u_progress;uniform sampler2D u_image;uniform vec2 u_pixels;uniform vec2 u_mouse;uniform vec2 u_uvRate;uniform float u_scale;void main() {\tvec2 uv = gl_FragCoord.xy/u_pixels.xy;\tuv.y = 1.0 - uv.y;\tfloat d = distance(u_mouse*u_uvRate, uv*u_uvRate);\tfloat ppp = ((u_progress - .5) * (u_progress - .5) - .25 );\tfloat dY = sin(uv.y * 44.005 + u_time * 4.5) * 0.02 * ppp;\tfloat dX = sin(uv.x * 30.005 + u_time * 3.2) * 0.02 * ppp;\tif( u_progress > 0. && d < .1 ) {\t   dX *= smoothstep( 0., .15, (.15 - d) ) * 5.;\t   dY *= smoothstep( 0., .15, (.15 - d) ) * 5.;\t}\tuv.y += dY;\tuv.x += dX;\tgl_FragColor = texture2D(u_image, uv);}"};

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