General

  • Target

    Bloop-1.4.1.zip

  • Size

    2.7MB

  • MD5

    74092df242c203887c901b07294c5615

  • SHA1

    e71a358c6e5d183af57fe606fcd9848795528dbe

  • SHA256

    8e2f3f64d7d61dfb4dfd091994d43d73fb74fd1e0b3684037d3baeb31bb04d67

  • SHA512

    994bea346d9cc4da20195d7f14b9a111d55555c066ffe6301ecdb4a92f78b88742874ec301a86518aaaa0035861551e5e3bb3cb3a004de5ea46bc445a5f15c19

  • SSDEEP

    49152:nAJNWepZ2LkKhH3Ze99Jo/gCYvLGNM2sPRPxuUfgp07JNJZCvbsp00V+kGQpbk8K:nAJNWevok2gn88ie24RxNr7JNTCvAmm4

Score
1/10

Malware Config

Signatures

Files

  • Bloop-1.4.1.zip
    .zip

    Password: 1234

  • shaders/.clang-format
  • shaders/.vscode/extensions.json
  • shaders/.vscode/settings.json
  • shaders/block copy.properties
  • shaders/block.properties
  • shaders/block.properties.bak
  • shaders/entity.properties
  • shaders/includes/main.glsl
  • shaders/item.properties
  • shaders/lang/en_US.lang
  • shaders/lib/clouds/clouds_bloop.glsl
  • shaders/lib/clouds/clouds_bloop_a.glsl
  • shaders/lib/clouds/clouds_loop.glsl
  • shaders/lib/clouds/clouds_loop_a.glsl
  • shaders/lib/clouds/cloudsettings.glsl
  • shaders/lib/clouds/prepare.csh
  • shaders/lib/color_transforms.glsl
  • shaders/lib/composite2.fsh
  • shaders/lib/composite2.vsh
  • shaders/lib/composite5.fsh
  • shaders/lib/entities.glsl
  • shaders/lib/fog/fog3.glsl
  • shaders/lib/fog/fog3_org.glsl
  • shaders/lib/fog/fog_common.glsl
  • shaders/lib/fog/fogdh.glsl
  • shaders/lib/fog/fogdh_org.glsl
  • shaders/lib/fog/fogloop copy.glsl
  • shaders/lib/fog/fogloop.glsl
  • shaders/lib/fog/fognoloop.glsl
  • shaders/lib/functions.glsl
  • shaders/lib/functions_dh.glsl
  • shaders/lib/hsv.glsl
  • shaders/lib/includes.glsl
  • shaders/lib/light.glsl
  • shaders/lib/lpv/blocks.glsl
  • shaders/lib/lpv/entities.glsl
  • shaders/lib/lpv/items.glsl
  • shaders/lib/lpv/lpv_blocks.glsl
  • shaders/lib/lpv/lpv_buffer.glsl
  • shaders/lib/lpv/lpv_common.glsl
  • shaders/lib/lpv/lpv_mask_map.glsl
  • shaders/lib/lpv/lpv_render.glsl
  • shaders/lib/lpv/voxel_common.glsl
  • shaders/lib/lpv/voxel_write.glsl
  • shaders/lib/noise.glsl
  • shaders/lib/pom.glsl
  • shaders/lib/projections.glsl
  • shaders/lib/reflection_lib.glsl
  • shaders/lib/rtao_lib.glsl
  • shaders/lib/rtao_lib_simple.glsl
  • shaders/lib/settings.glsl
  • shaders/lib/settings.glsl.bak
  • shaders/lib/shadow_param.glsl
  • shaders/lib/shadows/shadowfunc_advanced.glsl
  • shaders/lib/shadows/shadowfunc_no_shadow.glsl
  • shaders/lib/shadows/shadowfunc_simple.glsl
  • shaders/lib/shadows/shadowfuncdh.glsl
  • shaders/lib/sky_function.glsl
  • shaders/lib/sky_gradient.glsl
  • shaders/lib/specular.glsl
  • shaders/lib/ssao.glsl
  • shaders/lib/ssaodh.glsl
  • shaders/lib/sspt_lib.glsl
  • shaders/lib/ssrt.glsl
  • shaders/lib/sss.glsl
  • shaders/lib/taa/res_params.glsl
  • shaders/lib/textrendering.glsl
  • shaders/lib/uniforms.glsl
  • shaders/lib/uniforms2.glsl
  • shaders/lib/util.glsl
  • shaders/lib/vertex/main.glsl
  • shaders/lib/water/waterfuncs.glsl
  • shaders/lib/water/waterfuncs_ocean.glsl
  • shaders/lib/z_trash/clouds_bloop copy.glsl
  • shaders/lib/z_trash/fog3 copy.glsl
  • shaders/lib/z_trash/fog3_org copy.glsl
  • shaders/lib/z_trash/gbuffers_terrain.fsh
  • shaders/lib/z_trash/gbuffers_terrain.vsh
  • shaders/lib/z_trash/kernel.glsl
  • shaders/lib/z_trash/lighting_dh.fsh
  • shaders/lib/z_trash/lighting_dh.vsh
  • shaders/lib/z_trash/pow.glsl
  • shaders/lib/z_trash/rsm.glsl
  • shaders/lib/z_trash/shadow_param copy.glsl
  • shaders/lib/z_trash/sky_function copy.glsl
  • shaders/lib/z_trash/something.glsl
  • shaders/lib/z_trash/ssn.glsl
  • shaders/lib/z_trash/textrendering.glsl
  • shaders/lib/z_trash/z
  • shaders/program/cloud3d.fsh
  • shaders/program/clouds.fsh
  • shaders/program/clouds.vsh
  • shaders/program/clouds_alt.fsh
  • shaders/program/clouds_post.fsh
  • shaders/program/dh.fsh
  • shaders/program/dh.vsh
  • shaders/program/dof.fsh
  • shaders/program/dof.vsh
  • shaders/program/effects/bloom.fsh
  • shaders/program/effects/bloom.vsh
  • shaders/program/effects/ssr.fsh
  • shaders/program/effects/ssr.vsh
  • shaders/program/effects/taa_reflections.fsh
  • shaders/program/effects/taa_reflections.vsh
  • shaders/program/effects/taa_sspt.fsh
  • shaders/program/effects/taa_sspt.vsh
  • shaders/program/final.fsh
  • shaders/program/final.vsh
  • shaders/program/fog_translucent.fsh
  • shaders/program/fog_translucent.vsh
  • shaders/program/fog_translucent.vsh.bak
  • shaders/program/gbuffers/dh/gbuffers_dh_solid.fsh
  • shaders/program/gbuffers/dh/gbuffers_dh_solid.vsh
  • shaders/program/gbuffers/dh/gbuffers_dh_water.fsh
  • shaders/program/gbuffers/dh/gbuffers_dh_water.vsh
  • shaders/program/gbuffers/discard.fsh
  • shaders/program/gbuffers/discard.vsh
  • shaders/program/gbuffers/gbuffers_weather.fsh
  • shaders/program/gbuffers/gbuffers_weather.vsh
  • shaders/program/gbuffers/solid/gbuffers_complex.fsh
  • shaders/program/gbuffers/solid/gbuffers_complex.vsh
  • shaders/program/gbuffers/solid/gbuffers_enchant.fsh
  • shaders/program/gbuffers/solid/gbuffers_enchant.vsh
  • shaders/program/gbuffers/solid/gbuffers_med.fsh
  • shaders/program/gbuffers/solid/gbuffers_med.vsh
  • shaders/program/gbuffers/solid/gbuffers_med_discard.fsh
  • shaders/program/gbuffers/solid/gbuffers_med_discard.vsh
  • shaders/program/gbuffers/solid/gbuffers_med_leaves.fsh
  • shaders/program/gbuffers/solid/gbuffers_med_leaves.vsh
  • shaders/program/gbuffers/solid/gbuffers_simple.fsh
  • shaders/program/gbuffers/solid/gbuffers_simple.vsh
  • shaders/program/gbuffers/solid/gbuffers_sky.fsh
  • shaders/program/gbuffers/solid/gbuffers_sky.fsh.bak
  • shaders/program/gbuffers/solid/gbuffers_sky.vsh
  • shaders/program/gbuffers/solid/gbuffers_sky.vsh.bak
  • shaders/program/gbuffers/solid/gbuffers_sun.fsh
  • shaders/program/gbuffers/solid/gbuffers_sun.vsh
  • shaders/program/gbuffers/translucent/gbuffers_clouds.fsh
  • shaders/program/gbuffers/translucent/gbuffers_clouds.fsh.bak
  • shaders/program/gbuffers/translucent/gbuffers_clouds.vsh
  • shaders/program/gbuffers/translucent/gbuffers_clouds.vsh.bak
  • shaders/program/gbuffers/translucent/gbuffers_simple_translucent.fsh
  • shaders/program/gbuffers/translucent/gbuffers_simple_translucent.fsh.bak
  • shaders/program/gbuffers/translucent/gbuffers_simple_translucent.vsh
  • shaders/program/gbuffers/translucent/gbuffers_simple_translucent.vsh.bak
  • shaders/program/gbuffers/translucent/gbuffers_simple_translucent_hand.fsh
  • shaders/program/gbuffers/translucent/gbuffers_simple_translucent_hand.fsh.bak
  • shaders/program/gbuffers/translucent/gbuffers_simple_translucent_hand.vsh
  • shaders/program/gbuffers/translucent/gbuffers_simple_translucent_hand.vsh.bak
  • shaders/program/gbuffers/translucent/gbuffers_water.fsh
  • shaders/program/gbuffers/translucent/gbuffers_water.vsh
  • shaders/program/gbuffers/translucent/ocean.fsh
  • shaders/program/gbuffers/translucent/ocean.vsh
  • shaders/program/gbuffers/vertex.vsh
  • shaders/program/lighting.fsh
  • shaders/program/lighting.fsh.bak
  • shaders/program/lighting.vsh
  • shaders/program/lpv/setup copy.csh
  • shaders/program/lpv/setup.csh
  • shaders/program/lpv/setup.csh.bak
  • shaders/program/lpv/shadowcomp.csh
  • shaders/program/lpv/shadowcomp.csh.bak
  • shaders/program/sky.vsh
  • shaders/program/skyfog.fsh
  • shaders/program/taa.fsh
  • shaders/program/taa.vsh
  • shaders/program/waternormals.fsh
  • shaders/program/waternormals.vsh
  • shaders/program/waternormals.vsh.bak
  • shaders/shaders.properties
  • shaders/shaders.properties.bak
  • shaders/texture/blueNoise.png
    .png

    Password: 1234

  • shaders/texture/clouds.png
    .png

    Password: 1234

  • shaders/texture/noise3d.dat
  • shaders/texture/noise3d.dat.mcmeta
  • shaders/texture/noises.png
    .png

    Password: 1234

  • shaders/texture/noises.png.mcmeta
  • shaders/texture/wave.png
    .png

    Password: 1234

  • shaders/world-1/composite1.fsh
  • shaders/world-1/composite1.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/deferred.fsh
  • shaders/world-1/deferred.vsh
  • shaders/world-1/deferred10.fsh
  • shaders/world-1/deferred10.vsh
  • shaders/world-1/deferred11.fsh
  • shaders/world-1/deferred11.vsh
  • shaders/world-1/deferred20.fsh
  • shaders/world-1/deferred20.vsh
  • shaders/world-1/deferred21.fsh
  • shaders/world-1/deferred21.vsh
  • shaders/world-1/dh_shadow.fsh
  • shaders/world-1/dh_shadow.vsh
  • shaders/world-1/dh_terrain.fsh
  • shaders/world-1/dh_terrain.vsh
  • shaders/world-1/dh_water.fsh
  • shaders/world-1/dh_water.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_block_translucent.fsh
  • shaders/world-1/gbuffers_block_translucent.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_entities_translucent.fsh
  • shaders/world-1/gbuffers_entities_translucent.vsh
  • shaders/world-1/gbuffers_hand.fsh
  • shaders/world-1/gbuffers_hand.vsh
  • shaders/world-1/gbuffers_hand_water.fsh
  • shaders/world-1/gbuffers_hand_water.vsh
  • shaders/world-1/gbuffers_particles.fsh
  • shaders/world-1/gbuffers_particles.vsh
  • shaders/world-1/gbuffers_particles_translucent.fsh
  • shaders/world-1/gbuffers_particles_translucent.vsh
  • shaders/world-1/gbuffers_skybasic.fsh
  • shaders/world-1/gbuffers_skybasic.vsh
  • shaders/world-1/gbuffers_skytextured.fsh
  • shaders/world-1/gbuffers_skytextured.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_terrain_cutout.fsh
  • shaders/world-1/gbuffers_terrain_cutout.vsh
  • shaders/world-1/gbuffers_terrain_solid.fsh
  • shaders/world-1/gbuffers_terrain_solid.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/world-1/prepare.fsh
  • shaders/world-1/prepare.vsh
  • shaders/world-1/prepare1.fsh
  • shaders/world-1/prepare1.vsh
  • shaders/world-1/setup.csh
  • shaders/world-1/shadow copy.vsh
  • shaders/world-1/shadow.fsh
  • shaders/world-1/shadow.vsh
  • shaders/world-1/shadowcomp.csh
  • shaders/world0/composite1.fsh
  • shaders/world0/composite1.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/deferred.fsh
  • shaders/world0/deferred.vsh
  • shaders/world0/deferred10.fsh
  • shaders/world0/deferred10.vsh
  • shaders/world0/deferred11.fsh
  • shaders/world0/deferred11.vsh
  • shaders/world0/deferred20.fsh
  • shaders/world0/deferred20.vsh
  • shaders/world0/deferred21.fsh
  • shaders/world0/deferred21.vsh
  • shaders/world0/dh_shadow.fsh
  • shaders/world0/dh_shadow.vsh
  • shaders/world0/dh_terrain.fsh
  • shaders/world0/dh_terrain.vsh
  • shaders/world0/dh_water.fsh
  • shaders/world0/dh_water.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_block_translucent.fsh
  • shaders/world0/gbuffers_block_translucent.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_entities_translucent.fsh
  • shaders/world0/gbuffers_entities_translucent.vsh
  • shaders/world0/gbuffers_hand.fsh
  • shaders/world0/gbuffers_hand.vsh
  • shaders/world0/gbuffers_hand_water.fsh
  • shaders/world0/gbuffers_hand_water.vsh
  • shaders/world0/gbuffers_particles.fsh
  • shaders/world0/gbuffers_particles.vsh
  • shaders/world0/gbuffers_particles_translucent.fsh
  • shaders/world0/gbuffers_particles_translucent.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_terrain_cutout.fsh
  • shaders/world0/gbuffers_terrain_cutout.vsh
  • shaders/world0/gbuffers_terrain_solid.fsh
  • shaders/world0/gbuffers_terrain_solid.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/physics_ocean.fsh
  • shaders/world0/physics_ocean.vsh
  • shaders/world0/prepare.fsh
  • shaders/world0/prepare.vsh
  • shaders/world0/prepare1.fsh
  • shaders/world0/prepare1.vsh
  • shaders/world0/setup.csh
  • shaders/world0/shadow.fsh
  • shaders/world0/shadow.vsh
  • shaders/world0/shadowcomp.csh
  • shaders/world1/composite.fsh
  • shaders/world1/composite.vsh
  • shaders/world1/composite1.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/deferred.fsh
  • shaders/world1/deferred.vsh
  • shaders/world1/deferred10.fsh
  • shaders/world1/deferred10.vsh
  • shaders/world1/deferred11.fsh
  • shaders/world1/deferred11.vsh
  • shaders/world1/deferred20.fsh
  • shaders/world1/deferred20.vsh
  • shaders/world1/deferred21.fsh
  • shaders/world1/deferred21.vsh
  • shaders/world1/dh_shadow.fsh
  • shaders/world1/dh_shadow.vsh
  • shaders/world1/dh_terrain.fsh
  • shaders/world1/dh_terrain.vsh
  • shaders/world1/dh_water.fsh
  • shaders/world1/dh_water.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_block_translucent.fsh
  • shaders/world1/gbuffers_block_translucent.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_entities_translucent.fsh
  • shaders/world1/gbuffers_entities_translucent.vsh
  • shaders/world1/gbuffers_hand.fsh
  • shaders/world1/gbuffers_hand.vsh
  • shaders/world1/gbuffers_hand_water.fsh
  • shaders/world1/gbuffers_hand_water.vsh
  • shaders/world1/gbuffers_particles.fsh
  • shaders/world1/gbuffers_particles.vsh
  • shaders/world1/gbuffers_particles_translucent.fsh
  • shaders/world1/gbuffers_particles_translucent.vsh
  • shaders/world1/gbuffers_skybasic.fsh
  • shaders/world1/gbuffers_skybasic.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_terrain_cutout.fsh
  • shaders/world1/gbuffers_terrain_cutout.vsh
  • shaders/world1/gbuffers_terrain_solid.fsh
  • shaders/world1/gbuffers_terrain_solid.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/prepare.fsh
  • shaders/world1/prepare.vsh
  • shaders/world1/prepare1.fsh
  • shaders/world1/prepare1.vsh
  • shaders/world1/setup.csh
  • shaders/world1/shadow.fsh
  • shaders/world1/shadow.vsh
  • shaders/world1/shadowcomp.csh