General

  • Target

    Prismarine-Shaders-All-Versions.zip

  • Size

    565KB

  • MD5

    14646964abba47a0b42ab417642ae1fa

  • SHA1

    a4baf386249b4d316fece052ad4f5758037a2810

  • SHA256

    47d3e80031bd89640e7de8ab9b56a14cd0b875a71929698879504723a34e3514

  • SHA512

    2058c3c7d902327ead973a5034323e410315329e784039f2c3a8c2582e7fab9bd48632b866e1ffcf3b5ac4f70434cd985e71a54212847f25176a71418aa87a71

  • SSDEEP

    12288:DFW+UiWyTzMBB8kyaCseDemh2WCRe2wZ8YuEpUlnyOGMIo9XErP:DFDBWyTgBSeXF9YuEip0MR4P

Score
1/10

Malware Config

Signatures

Files

  • Prismarine-Shaders-All-Versions.zip
    .zip

    Password: poiuytrewq

  • shaders/block.properties
  • shaders/entity.properties
  • shaders/item.properties
  • shaders/lang/en_US.lang
  • shaders/lib/antialiasing/fxaa.glsl
  • shaders/lib/antialiasing/taa.glsl
  • shaders/lib/atmospherics/clouds.glsl
  • shaders/lib/atmospherics/fog.glsl
  • shaders/lib/atmospherics/sky.glsl
  • shaders/lib/atmospherics/stuffForVolumetrics.glsl
  • shaders/lib/atmospherics/volumetricClouds.glsl
  • shaders/lib/atmospherics/volumetricLight.glsl
  • shaders/lib/atmospherics/volumetricSmoke.glsl
  • shaders/lib/atmospherics/waterAbsorption.glsl
  • shaders/lib/atmospherics/waterFog.glsl
  • shaders/lib/color/auroraColor.glsl
  • shaders/lib/color/blocklightColor.glsl
  • shaders/lib/color/dimensionColor.glsl
  • shaders/lib/color/endColor.glsl
  • shaders/lib/color/lightColor.glsl
  • shaders/lib/color/netherColor.glsl
  • shaders/lib/color/skyColor.glsl
  • shaders/lib/color/specularColor.glsl
  • shaders/lib/color/waterColor.glsl
  • shaders/lib/filters/blur.glsl
  • shaders/lib/filters/normalAwareBlur.glsl
  • shaders/lib/lighting/ambientOcclusion.glsl
  • shaders/lib/lighting/caustics.glsl
  • shaders/lib/lighting/forwardLighting.glsl
  • shaders/lib/lighting/refraction.glsl
  • shaders/lib/lighting/shadows.glsl
  • shaders/lib/lighting/ssgi.glsl
  • shaders/lib/post/bloom.glsl
  • shaders/lib/post/lensFlare.glsl
  • shaders/lib/post/tonemap.glsl
  • shaders/lib/reflections/complexFresnel.glsl
  • shaders/lib/reflections/rainPuddles.glsl
  • shaders/lib/reflections/raytrace.glsl
  • shaders/lib/reflections/roughReflections.glsl
  • shaders/lib/reflections/simpleReflections.glsl
  • shaders/lib/settings.glsl
  • shaders/lib/surface/directionalLightmap.glsl
  • shaders/lib/surface/ggx.glsl
  • shaders/lib/surface/integratedEmissionEntities.glsl
  • shaders/lib/surface/integratedEmissionTerrain.glsl
  • shaders/lib/surface/materialDeferred.glsl
  • shaders/lib/surface/materialGbuffers.glsl
  • shaders/lib/surface/parallax.glsl
  • shaders/lib/util/blueNoise.glsl
  • shaders/lib/util/dither.glsl
  • shaders/lib/util/encode.glsl
  • shaders/lib/util/interleavedGradientNoise.glsl
  • shaders/lib/util/jitter.glsl
  • shaders/lib/util/macros.glsl
  • shaders/lib/util/spaceConversion.glsl
  • shaders/lib/vertex/waving.glsl
  • shaders/lib/vertex/worldCurvature.glsl
  • shaders/program/composite.glsl
  • shaders/program/composite1.glsl
  • shaders/program/composite14.glsl
  • shaders/program/composite15.glsl
  • shaders/program/composite2.glsl
  • shaders/program/composite3.glsl
  • shaders/program/composite4.glsl
  • shaders/program/composite5.glsl
  • shaders/program/composite6.glsl
  • shaders/program/composite7.glsl
  • shaders/program/composite8.glsl
  • shaders/program/composite9.glsl
  • shaders/program/deferred.glsl
  • shaders/program/deferred1.glsl
  • shaders/program/final.glsl
  • shaders/program/gbuffers_armor_glint.glsl
  • shaders/program/gbuffers_basic.glsl
  • shaders/program/gbuffers_beaconbeam.glsl
  • shaders/program/gbuffers_block.glsl
  • shaders/program/gbuffers_clouds.glsl
  • shaders/program/gbuffers_damagedblock.glsl
  • shaders/program/gbuffers_entities.glsl
  • shaders/program/gbuffers_entities_glowing.glsl
  • shaders/program/gbuffers_hand.glsl
  • shaders/program/gbuffers_skybasic.glsl
  • shaders/program/gbuffers_skytextured.glsl
  • shaders/program/gbuffers_spidereyes.glsl
  • shaders/program/gbuffers_terrain.glsl
  • shaders/program/gbuffers_textured.glsl
  • shaders/program/gbuffers_water.glsl
  • shaders/program/gbuffers_weather.glsl
  • shaders/program/shadow.glsl
  • shaders/program/template.glsl
  • shaders/shaders.properties
  • shaders/tex/bluenoise.png
    .png
  • shaders/tex/bluenoise.png.mcmeta
  • shaders/world-1/composite1.fsh
  • shaders/world-1/composite1.vsh
  • shaders/world-1/composite14.fsh
  • shaders/world-1/composite14.vsh
  • shaders/world-1/composite15.fsh
  • shaders/world-1/composite15.vsh
  • shaders/world-1/composite2.fsh
  • shaders/world-1/composite2.vsh
  • shaders/world-1/composite3.fsh
  • shaders/world-1/composite3.vsh
  • shaders/world-1/composite4.fsh
  • shaders/world-1/composite4.vsh
  • shaders/world-1/composite5.fsh
  • shaders/world-1/composite5.vsh
  • shaders/world-1/composite6.fsh
  • shaders/world-1/composite6.vsh
  • shaders/world-1/composite7.fsh
  • shaders/world-1/composite7.vsh
  • shaders/world-1/composite8.fsh
  • shaders/world-1/composite8.vsh
  • shaders/world-1/composite9.fsh
  • shaders/world-1/composite9.vsh
  • shaders/world-1/deferred.fsh
  • shaders/world-1/deferred.vsh
  • shaders/world-1/deferred1.fsh
  • shaders/world-1/deferred1.vsh
  • shaders/world-1/final.fsh
  • shaders/world-1/final.vsh
  • shaders/world-1/gbuffers_armor_glint.fsh
  • shaders/world-1/gbuffers_armor_glint.vsh
  • shaders/world-1/gbuffers_basic.fsh
  • shaders/world-1/gbuffers_basic.vsh
  • shaders/world-1/gbuffers_beaconbeam.fsh
  • shaders/world-1/gbuffers_beaconbeam.vsh
  • shaders/world-1/gbuffers_block.fsh
  • shaders/world-1/gbuffers_block.vsh
  • shaders/world-1/gbuffers_clouds.fsh
  • shaders/world-1/gbuffers_clouds.vsh
  • shaders/world-1/gbuffers_damagedblock.fsh
  • shaders/world-1/gbuffers_damagedblock.vsh
  • shaders/world-1/gbuffers_entities.fsh
  • shaders/world-1/gbuffers_entities.vsh
  • shaders/world-1/gbuffers_entities_glowing.fsh
  • shaders/world-1/gbuffers_entities_glowing.vsh
  • shaders/world-1/gbuffers_hand.fsh
  • shaders/world-1/gbuffers_hand.vsh
  • shaders/world-1/gbuffers_spidereyes.fsh
  • shaders/world-1/gbuffers_spidereyes.vsh
  • shaders/world-1/gbuffers_terrain.fsh
  • shaders/world-1/gbuffers_terrain.vsh
  • shaders/world-1/gbuffers_textured.fsh
  • shaders/world-1/gbuffers_textured.vsh
  • shaders/world-1/gbuffers_water.fsh
  • shaders/world-1/gbuffers_water.vsh
  • shaders/world-1/gbuffers_weather.fsh
  • shaders/world-1/gbuffers_weather.vsh
  • shaders/world0/composite.fsh
  • shaders/world0/composite.vsh
  • shaders/world0/composite1.fsh
  • shaders/world0/composite1.vsh
  • shaders/world0/composite14.fsh
  • shaders/world0/composite14.vsh
  • shaders/world0/composite15.fsh
  • shaders/world0/composite15.vsh
  • shaders/world0/composite2.fsh
  • shaders/world0/composite2.vsh
  • shaders/world0/composite3.fsh
  • shaders/world0/composite3.vsh
  • shaders/world0/composite4.fsh
  • shaders/world0/composite4.vsh
  • shaders/world0/composite5.fsh
  • shaders/world0/composite5.vsh
  • shaders/world0/composite6.fsh
  • shaders/world0/composite6.vsh
  • shaders/world0/composite7.fsh
  • shaders/world0/composite7.vsh
  • shaders/world0/composite8.fsh
  • shaders/world0/composite8.vsh
  • shaders/world0/composite9.fsh
  • shaders/world0/composite9.vsh
  • shaders/world0/deferred.fsh
  • shaders/world0/deferred.vsh
  • shaders/world0/deferred1.fsh
  • shaders/world0/deferred1.vsh
  • shaders/world0/final.fsh
  • shaders/world0/final.vsh
  • shaders/world0/gbuffers_armor_glint.fsh
  • shaders/world0/gbuffers_armor_glint.vsh
  • shaders/world0/gbuffers_basic.fsh
  • shaders/world0/gbuffers_basic.vsh
  • shaders/world0/gbuffers_beaconbeam.fsh
  • shaders/world0/gbuffers_beaconbeam.vsh
  • shaders/world0/gbuffers_block.fsh
  • shaders/world0/gbuffers_block.vsh
  • shaders/world0/gbuffers_clouds.fsh
  • shaders/world0/gbuffers_clouds.vsh
  • shaders/world0/gbuffers_damagedblock.fsh
  • shaders/world0/gbuffers_damagedblock.vsh
  • shaders/world0/gbuffers_entities.fsh
  • shaders/world0/gbuffers_entities.vsh
  • shaders/world0/gbuffers_entities_glowing.fsh
  • shaders/world0/gbuffers_entities_glowing.vsh
  • shaders/world0/gbuffers_hand.fsh
  • shaders/world0/gbuffers_hand.vsh
  • shaders/world0/gbuffers_skybasic.fsh
  • shaders/world0/gbuffers_skybasic.vsh
  • shaders/world0/gbuffers_skytextured.fsh
  • shaders/world0/gbuffers_skytextured.vsh
  • shaders/world0/gbuffers_spidereyes.fsh
  • shaders/world0/gbuffers_spidereyes.vsh
  • shaders/world0/gbuffers_terrain.fsh
  • shaders/world0/gbuffers_terrain.vsh
  • shaders/world0/gbuffers_textured.fsh
  • shaders/world0/gbuffers_textured.vsh
  • shaders/world0/gbuffers_water.fsh
  • shaders/world0/gbuffers_water.vsh
  • shaders/world0/gbuffers_weather.fsh
  • shaders/world0/gbuffers_weather.vsh
  • shaders/world0/shadow.fsh
  • shaders/world0/shadow.vsh
  • shaders/world1/composite1.fsh
  • shaders/world1/composite1.vsh
  • shaders/world1/composite14.fsh
  • shaders/world1/composite14.vsh
  • shaders/world1/composite15.fsh
  • shaders/world1/composite15.vsh
  • shaders/world1/composite2.fsh
  • shaders/world1/composite2.vsh
  • shaders/world1/composite3.fsh
  • shaders/world1/composite3.vsh
  • shaders/world1/composite4.fsh
  • shaders/world1/composite4.vsh
  • shaders/world1/composite5.fsh
  • shaders/world1/composite5.vsh
  • shaders/world1/composite6.fsh
  • shaders/world1/composite6.vsh
  • shaders/world1/composite7.fsh
  • shaders/world1/composite7.vsh
  • shaders/world1/composite8.fsh
  • shaders/world1/composite8.vsh
  • shaders/world1/composite9.fsh
  • shaders/world1/composite9.vsh
  • shaders/world1/deferred.fsh
  • shaders/world1/deferred.vsh
  • shaders/world1/deferred1.fsh
  • shaders/world1/deferred1.vsh
  • shaders/world1/final.fsh
  • shaders/world1/final.vsh
  • shaders/world1/gbuffers_armor_glint.fsh
  • shaders/world1/gbuffers_armor_glint.vsh
  • shaders/world1/gbuffers_basic.fsh
  • shaders/world1/gbuffers_basic.vsh
  • shaders/world1/gbuffers_beaconbeam.fsh
  • shaders/world1/gbuffers_beaconbeam.vsh
  • shaders/world1/gbuffers_block.fsh
  • shaders/world1/gbuffers_block.vsh
  • shaders/world1/gbuffers_clouds.fsh
  • shaders/world1/gbuffers_clouds.vsh
  • shaders/world1/gbuffers_damagedblock.fsh
  • shaders/world1/gbuffers_damagedblock.vsh
  • shaders/world1/gbuffers_entities.fsh
  • shaders/world1/gbuffers_entities.vsh
  • shaders/world1/gbuffers_entities_glowing.fsh
  • shaders/world1/gbuffers_entities_glowing.vsh
  • shaders/world1/gbuffers_hand.fsh
  • shaders/world1/gbuffers_hand.vsh
  • shaders/world1/gbuffers_skytextured.fsh
  • shaders/world1/gbuffers_skytextured.vsh
  • shaders/world1/gbuffers_spidereyes.fsh
  • shaders/world1/gbuffers_spidereyes.vsh
  • shaders/world1/gbuffers_terrain.fsh
  • shaders/world1/gbuffers_terrain.vsh
  • shaders/world1/gbuffers_textured.fsh
  • shaders/world1/gbuffers_textured.vsh
  • shaders/world1/gbuffers_water.fsh
  • shaders/world1/gbuffers_water.vsh
  • shaders/world1/gbuffers_weather.fsh
  • shaders/world1/gbuffers_weather.vsh
  • shaders/world1/shadow.fsh
  • shaders/world1/shadow.vsh