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pmrx-web/ht/pay/index.php
2025-04-24 10:12:10 +08:00

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<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no" />
<title>缥缈自助授权</title>
<link rel="icon" href="favicon.ico" type="image/ico">
<meta name="author" content="yinqi">
<link href="https://cdn.staticfile.org/twitter-bootstrap/3.4.1/css/bootstrap.min.css" rel="stylesheet">
<link href="./css/style.css" rel="stylesheet">
<script type="text/javascript" src="https://cdn.staticfile.org/jquery/2.0.0/jquery.min.js"></script>
<script type="text/javascript" src="https://cdn.staticfile.org/bootbox.js/4.4.0/bootbox.min.js"></script>
<script type="text/javascript" src="https://cdn.staticfile.org/twitter-bootstrap/3.4.1/js/bootstrap.min.js"></script>
<script type="text/javascript" src="https://cdn.staticfile.org/bootstrap-select/1.13.10/js/bootstrap-select.min.js"></script>
<script type="text/javascript" src="https://cdn.staticfile.org/bootstrap-select/1.13.10/js/i18n/defaults-zh_CN.js"></script>
<script src="./js/uti.js"></script>
<style>
.wrapper {
position: relative;
}
.login {
display: flex !important;
min-height: 100vh;
align-items: center !important;
justify-content: center !important;
}
.login-center {
background: #fff;
min-width: 38.25rem;
padding: 2.14286em 3.57143em;
border-radius: 5px;
margin: 2.85714em 0;
}
.login-header {
margin-bottom: 1.5rem !important;
}
.login-center .has-feedback.feedback-left .form-control {
padding-left: 38px;
padding-right: 12px;
}
.login-center .has-feedback.feedback-left .form-control-feedback {
left: 0;
right: auto;
width: 38px;
height: 38px;
line-height: 38px;
z-index: 4;
color: #dcdcdc;
}
.login-center .has-feedback.feedback-left.row .form-control-feedback {
left: 15px;
}
</style>
<style>
.lizi1{
display:table;
z-index:10;
position:absolute;
height:100%;
width:100%;
}
.login-center{
background: rgba(255, 255, 255, 0.4);
}
</style>
</head>
<body>
<body data-logobg="color_8" data-sidebarbg="color_8">
<!--开始-->
<style type="text/css">
*{margin:0;padding:0;list-style-type:none;}
a,img{border:0;}
</style>
<canvas id="sakura" style="position:absolute;"></canvas>
<!-- sakura shader -->
<script id="sakura_point_vsh" type="x-shader/x_vertex">
uniform mat4 uProjection;
uniform mat4 uModelview;
uniform vec3 uResolution;
uniform vec3 uOffset;
uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
attribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fade
varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;
//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;
varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;
void main(void) {
// Projection is based on vertical angle
vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
gl_Position = uProjection * pos;
gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
pposition = pos.xyz;
psize = aMisc.x;
pdist = length(pos.xyz);
palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
vec3 elrsn = sin(aEuler);
vec3 elrcs = cos(aEuler);
mat3 rotx = mat3(
1.0, 0.0, 0.0,
0.0, elrcs.x, elrsn.x,
0.0, -elrsn.x, elrcs.x
);
mat3 roty = mat3(
elrcs.y, 0.0, -elrsn.y,
0.0, 1.0, 0.0,
elrsn.y, 0.0, elrcs.y
);
mat3 rotz = mat3(
elrcs.z, elrsn.z, 0.0,
-elrsn.z, elrcs.z, 0.0,
0.0, 0.0, 1.0
);
mat3 rotmat = rotx * roty * rotz;
normal = rotmat[2];
mat3 trrotm = mat3(
rotmat[0][0], rotmat[1][0], rotmat[2][0],
rotmat[0][1], rotmat[1][1], rotmat[2][1],
rotmat[0][2], rotmat[1][2], rotmat[2][2]
);
normX = trrotm[0];
normY = trrotm[1];
normZ = trrotm[2];
const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
float tmpdfs = dot(lit, normal);
if(tmpdfs < 0.0) {
normal = -normal;
tmpdfs = dot(lit, normal);
}
diffuse = 0.4 + tmpdfs;
vec3 eyev = normalize(-pos.xyz);
if(dot(eyev, normal) > 0.0) {
vec3 hv = normalize(eyev + lit);
specular = pow(max(dot(hv, normal), 0.0), 20.0);
}
else {
specular = 0.0;
}
rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
rstop = pow(rstop, 0.5);
//-0.69315 = ln(0.5)
distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
}
</script>
<script id="sakura_point_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform vec3 uDOF; //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;
//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;
varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;
float ellipse(vec2 p, vec2 o, vec2 r) {
vec2 lp = (p - o) / r;
return length(lp) - 1.0;
}
void main(void) {
vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
vec3 d = vec3(0.0, 0.0, -1.0);
float nd = normZ.z; //dot(-normZ, d);
if(abs(nd) < 0.0001) discard;
float np = dot(normZ, p);
vec3 tp = p + d * np / nd;
vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
//angle = 15 degree
const float flwrsn = 0.258819045102521;
const float flwrcs = 0.965925826289068;
mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
float r;
if(flwrp.x < 0.0) {
r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
}
else {
r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
}
if(r > rstop) discard;
vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
col *= vec3(1.0, grady, grady);
col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
col = col * diffuse + specular;
col = mix(fadeCol, col, distancefade);
float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
alpha = smoothstep(0.0, 1.0, alpha) * palpha;
gl_FragColor = vec4(col * 0.5, alpha);
}
</script>
<!-- effects -->
<script id="fx_common_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
gl_Position = vec4(aPosition, 0.0, 1.0);
texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
<script id="bg_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform vec2 uTimes;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec3 col;
float c;
vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
c = exp(-pow(length(tmpv) * 1.8, 2.0));
col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
gl_FragColor = vec4(col * 0.5, 1.0);
}
</script>
<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec4 col = texture2D(uSrc, texCoord);
gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
}
</script>
<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec4 col = texture2D(uSrc, texCoord);
col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
gl_FragColor = col / 5.0;
}
</script>
<!-- effect fragment shader template -->
<script id="fx_common_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
gl_FragColor = texture2D(uSrc, texCoord);
}
</script>
<!-- post processing -->
<script id="pp_final_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
gl_Position = vec4(aPosition, 0.0, 1.0);
texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
<script id="pp_final_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform sampler2D uBloom;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
vec4 bloomcol = texture2D(uBloom, texCoord);
vec4 col;
col = srccol + bloomcol * (vec4(1.0) + srccol);
col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
gl_FragColor = vec4(col.rgb, 1.0);
gl_FragColor.a = 1.0;
}
</script>
<!--结尾-->
<div class="lizi1">
<div class="login">
<div class="login-center">
<div class="login-header text-center">
<h3>缥缈</h3>
</div>
&nbsp;
<form method="post" id="register-form" autocomplete="off" action="#" class="nice-validator n-default" novalidate>
&nbsp;
<div class="form-group has-feedback feedback-left">
<input type="text" class="form-control" id="cdk" name="cdk" placeholder="请输入CDKEY" autocomplete="off">
</div>
<div class="form-group has-feedback feedback-left">
<input type="text" class="form-control" id="usr" name="usr" placeholder="请输入要授权的账号" autocomplete="off">
</div>
<div class="form-group has-feedback feedback-left">
<input type="text" class="form-control" onKeyUp="value=value.replace(/[\W]/g,'')" id="sqm" name="sqm" placeholder="请设置后台密码(仅支持数字和英文)" autocomplete="off">
</div>
<div class="form-group">
<input class="btn btn-block btn-primary" name='reg' id="1" value="提交" type="button" onclick= "test(this)">
</div><br>
<div id="divMsg" style="color:#F00" class="validator-tips"></div>
</form>
<hr>
<footer class="col-sm-12 text-center"><p class="m-b-0">源码屋www.51boshao.com</p>
</footer>
</div>
</div>
</div>
<script>
function api(){
$.ajaxSetup({contentType: "application/x-www-form-urlencoded; charset=utf-8"});
$.post("pay.php", {
usr:$("#usr").val(),
cdk:$("#cdk").val(),
sqm:$("#sqm").val()
},function(data){
$('input[name=reg]').attr('id','1');
$('input[name=reg]').attr('value','提交');
bootbox.alert({message:data,title:"提示"});
});
}
function test(obj){
var _status = obj.id;
if(_status != '1'){
$('input[name=reg]').attr('id','0');
$('input[name=reg]').attr('value','正在提交...');
return false;
}else{
$('input[name=reg]').attr('id','0');
$('input[name=reg]').attr('value','正在提交...');
api();
}
};
document.onkeydown = function(event) {
var target, code, tag;
if (!event) {
event = window.event; //针对ie浏览器
target = event.srcElement;
code = event.keyCode;
if (code == 13) {
tag = target.tagName;
if (tag == "TEXTAREA") { return true; }
else { return false; }
}
}else {
target = event.target; //针对遵循w3c标准的浏览器如Firefox
code = event.keyCode;
if (code == 13) {
tag = target.tagName;
if (tag == "INPUT") { return false; }
else { return true; }
}
}
};
</script>
<audio autoplay loop>
<source src="mp3/music.mp3">
</audio>
</body>
</html>