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200 OK - ie96.com
HTTP Status: 200
User-Agent: Mozilla/5.0 AppleWebKit/537.36 (KHTML, like Gecko; compatible; ClaudeBot/1.0; [email protected])
Date: Sat, 17 May 2025 18:01:35 GMT
Server: Apache
X-Powered-By: PHP/7.4.33
Upgrade: h2,h2c
Connection: Upgrade
Transfer-Encoding: chunked
Content-Type: text/html; charset=UTF-8

HTTP Code 200 OK

http status code 200 is a standard successful HTTP server response. It means that the client’s request (e.g., from a browser) was successfully processed, and the server is delivering the requested data.

When is Code 200 used?

  • When loading a web page
  • When successfully receiving an API response
  • When processing a form or another HTTP request

What does Code 200 mean for the user?

The user receives content without errors, and the page or application functions properly. If Code 200 is accompanied by data, the browser or program processes and displays it to the user.

GET / HTTP/1.1
Host: ie96.com
Accept: */*
User-Agent: Mozilla/5.0 AppleWebKit/537.36 (KHTML, like Gecko; compatible; ClaudeBot/1.0; [email protected])
<!DOCTYPE HTML> 
<html> 
<head>
<link rel="icon" type="image/png" href="favicon-32x32.png" sizes="32x32" />
<link rel="icon" type="image/png" href="favicon-16x16.png" sizes="16x16" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" /> 
  <meta http-equiv="content-type" content="text/html; charset=UTF-8">   
  
  <title>ie96.com</title>
 
<style type="text/css">
	body {
	  margin: 0;
	  padding: 0;
	}
	
	#container {
	  position: fixed;
	  touch-action: none;
	}
</style> 
  
 
 
</head> 

<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
    void main() {
        gl_Position = vec4( position, 1.0 );
    }
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
  uniform vec2 u_resolution;
  uniform vec2 u_mouse;
  uniform float u_time;
  uniform sampler2D u_noise;
  
  #define PI 3.141592653589793
  #define TAU 6.
  
  const float multiplier = 15.5;

  const float zoomSpeed = 10.;
  const int layers = 10;

  const int octaves = 5;

  vec2 hash2(vec2 p)
  {
    vec2 o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).xy;
    return o;
  }
  
  mat2 rotate2d(float _angle){
      return mat2(cos(_angle),sin(_angle),
                  -sin(_angle),cos(_angle));
  }
  
  vec3 hsb2rgb( in vec3 c ){
    vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
                             6.0)-3.0)-1.0,
                     0.0,
                     1.0 );
    rgb = rgb*rgb*(3.0-2.0*rgb);
    return c.z * mix( vec3(1.0), rgb, c.y);
  }
  
  float hash(vec2 p)
  {
    float o = texture2D( u_noise, (p+0.5)/256.0, -100.0 ).x;
    return o;
  }
  float noise(vec2 uv) {
    vec2 id = floor(uv);
    vec2 subuv = fract(uv);
    vec2 u = subuv * subuv * (3. - 2. * subuv);
    float a = hash(id);
    float b = hash(id + vec2(1., 0.));
    float c = hash(id + vec2(0., 1.));
    float d = hash(id + vec2(1., 1.));
    return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
  }
  float fbm(in vec2 uv) {
    float s = .0;
    float m = .0;
    float a = .5;
    for(int i = 0; i < octaves; i++) {
      s += a * noise(uv);
      m += a;
      a *= .5;
      uv *= 2.;
    }
    return s / m;
  }
  
  vec3 domain(vec2 z){
    return vec3(hsb2rgb(vec3(atan(z.y,z.x)/TAU,1.,1.)));
  }
  vec3 colour(vec2 z) {
      return domain(z);
  }
  
  // The render function is where we render the pattern to be added to the layer
  vec3 render(vec2 uv, float scale, vec3 colour) {
    vec2 id = floor(uv);
    vec2 subuv = fract(uv);
    vec2 rand = hash2(id);
    float bokeh = abs(scale) * 1.;
    
    float particle = 0.;
    
    if(length(rand) > 1.3) {
      vec2 pos = subuv-.5;
      float field = length(pos);
      particle = smoothstep(.3, 0., field);
      particle += smoothstep(.4 * bokeh, 0.34 * bokeh, field);
    }
    return vec3(particle*2.);
  }
  
  vec3 renderLayer(int layer, int layers, vec2 uv, inout float opacity, vec3 colour, float n) {
    vec2 _uv = uv;
    // Scale
    // Generating a scale value between zero and 1 based on a mod of u_time
    // A frequency of 10 dixided by the layer index (10 / layers * layer)
    float scale = mod((u_time + zoomSpeed / float(layers) * float(layer)) / zoomSpeed, -1.);
    uv *= 20.; // The initial scale. Increasing this makes the cells smaller and the "speed" apepar faster
    uv *= scale*scale; // then modifying the overall scale by the generated amount
    // uv *= 1. + ( ( n*.5 ) * ( length(_uv) ) );
    // uv += .5*float(layer);
    uv = rotate2d(u_time / 10.) * uv; // rotarting
    uv += vec2(25. + sin(u_time*.1)) * float(layer); // ofsetting the UV by an arbitrary amount to make the layer appear different

    // render
    vec3 pass = render(uv * multiplier, scale, colour) * .2; // render the pass

     // this is the opacity of the layer fading in from the "bottom"
    opacity = 1. + scale;
    float _opacity = opacity;
    
    // pass += n * .5 * mix(vec3(0., .5, 1.5), vec3(1., .5, 0.), opacity);
    
    // This is the opacity of the layer fading out at the top (we want this minimal, hence the smoothstep)
    float endOpacity = smoothstep(0., 0.4, scale * -1.);
    opacity += endOpacity;

    return pass * _opacity * endOpacity;
  }

  void main() {
      vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy);

      if(u_resolution.y < u_resolution.x) {
        uv /= u_resolution.y;
      } else {
        uv /= u_resolution.x;
      }

      // uv.y += cos(u_time * .1) * .5;
      // uv.x += sin(u_time * .1) * .5;
    
      // float n = fbm(uv * 3. - 2.);
      float n = fbm((uv + vec2(sin(u_time*.1), u_time*.1)) * 2. - 2.);

      vec3 colour = vec3(0.);
      // colour = n * mix(vec3(0., .5, 1.5), vec3(1., .5, -.1), n);
      colour = n * mix(vec3(0., .5, 1.5)*-1.5, clamp(vec3(1., .5, .25)*2., 0., 1.), n);
      // colour -= n*n*n*n*.4;
      // colour += smoothstep(.8, 2.5, sin(n*n*n*8.))*.4;

      float opacity = 1.;
      float opacity_sum = 1.;

      for(int i = 1; i <= layers; i++) {
        colour -= renderLayer(i, layers, uv, opacity, colour, n);
        opacity_sum += opacity;
      }

      colour /= opacity_sum;

      gl_FragColor = vec4(clamp(colour * 20., 0., 1.),1.0);
  }
</script>


<div id="container" touch-action="none"><span style="z-index:5; position:absolute; top:50%; left:47%; font-family:'Comic Sans MS'; font-size:36px;">ie96.com</div>


 <script type="text/javascript" src="index-js.js"></script>
</body>
</html>                               

Whois info of domain

Domain Name: IE96.COM
Registry Domain ID: 95914359_DOMAIN_COM-VRSN
Registrar WHOIS Server: whois.godaddy.com
Registrar URL: http://www.godaddy.com
Updated Date: 2025-03-19T13:00:21Z
Creation Date: 2003-03-18T18:53:30Z
Registry Expiry Date: 2026-03-18T17:53:30Z
Registrar: GoDaddy.com, LLC
Registrar IANA ID: 146
Registrar Abuse Contact Email: [email protected]
Registrar Abuse Contact Phone: 480-624-2505
Domain Status: clientDeleteProhibited https://icann.org/epp#clientDeleteProhibited
Domain Status: clientRenewProhibited https://icann.org/epp#clientRenewProhibited
Domain Status: clientTransferProhibited https://icann.org/epp#clientTransferProhibited
Domain Status: clientUpdateProhibited https://icann.org/epp#clientUpdateProhibited
Name Server: NS1.IE96.COM
Name Server: NS2.IE96.COM
DNSSEC: unsigned
URL of the ICANN Whois Inaccuracy Complaint Form: https://www.icann.org/wicf/
>>> Last update of whois database: 2025-05-17T18:01:15Z <<<
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