## ssh – OpenSSH artifacts, remote system access?

After stumbling upon some unknown folders in my unused OneDrive (posted question), I did some digging and found some strange logs. Apparently, OpenSSH had been used for remote access on my machine. An adequate description of the attack can be here https://az4n6.blogspot.com/2020/02/detecting-laterial-movment-with-winscp.html.

I compared it and found out that that log information was indeed an outlier. There were 1450 audit failures in the past 7 days with various account name attempts. And it gets worse, judging by the audit successes and OpenSSH operational logs, there were multiple sucessful connections via the sshd process from various adresses, all over the world.

I think there is now little room for doubt whether unauthorized remote access did take place. The question rather is, what can be done after the fact. I stopped and disabled the sshd-service, which seems prevented further remote access according to the event logs.

How should one proceed to ensure complete system sanitization in this case?

Example from audit successes.

SubjectUserName COMPUTERNAME
SubjectDomainName WORKGROUP
SubjectLogonId 0x3e7
LogonGuid {00000000-0000-0000-0000-000000000000}
TargetUserName sshd_1660
TargetDomainName VIRTUAL USERS
TargetLogonGuid {00000000-0000-0000-0000-000000000000}
TargetServerName localhost
TargetInfo localhost
ProcessId 0x67c
ProcessName C:WindowsSystem32OpenSSHsshd.exe
IpAddress –
IpPort –

SubjectUserName COMPUTERNAME
SubjectDomainName WORKGROUP
SubjectLogonId 0x3e7
LogonGuid {00000000-0000-0000-0000-000000000000}
TargetUserName sshd_1336
TargetDomainName VIRTUAL USERS
TargetLogonGuid {00000000-0000-0000-0000-000000000000}
TargetServerName localhost
TargetInfo localhost
ProcessId 0x538
ProcessName C:WindowsSystem32OpenSSHsshd.exe
IpAddress –
IpPort –

Examples from OpenSSH Operational logs.

EventData

process sshd
payload Disconnected from 45.67.14.20 port 43576 (preauth)

EventData

process sshd
payload Received disconnect from 45.67.14.20 port 49506:11: Bye Bye (preauth)

EventData

process sshd
payload Did not receive identification string from 139.162.75.112 port 56876

EventData

process sshd
payload Received disconnect from 222.186.15.115 port 20660:11: (preauth)

EventData

process sshd
Connection closed by 70.57.111.62 port 42988 (preauth)

## screen – Weird artifacts and tearing on Ubuntu Studio 20.04

here

That’s the problem, and i dont know how to solve it
it’s a fresh installation, i was using zorin os before with no problems. This tearing only happens after login, and for some reason the top bar does not have it. the computer have a AMD A10-9600P With 8 GBs of ram.

## dnd 4e – How should I stat very powerful artifacts that the party acquires too early?

Rely on the Concordance system to balance/play the artifact

Simple starting advice: stat the item as an appropriate item for the party at its current level (so, a +1 magic armour, possibly with some properties or abilities). Then, modify its stats as its concordance with the party changes.

Concordance

An artifact’s concordance score measures the artifact’s attitude toward its wielder. The scale ranges from 0 (angered) to 20 (pleased).

When a character takes possession of an artifact, it starts with a concordance of 5. (The owner’s race, class, or other characteristics might adjust this starting concordance.) Various actions and events increase or decrease this score as long as the character possesses the artifact. When the artifact is pleased with its wielder’s actions, its concordance goes up. When the wielder acts contrary to the artifact’s desires, its concordance decreases.

The wielder knows of the factors that alter the concordance—it’s in the artifact’s best interests to communicate its desires and expectations. But keep the artifact’s concordance score a secret, telling the player only if the artifact’s powers or properties change. The player shouldn’t ever know exactly how close the artifact is to changing its attitude.

CONCORDANCE
Score Artifact’s Attitude
16–20 Pleased
12–15 Satisfied
5–11 Normal
1–4 Unsatisfied
0 or lower Angered

The artifact’s concordance can alter it’s properties. Perhaps the armour is unsatisfied with the thief for having stolen it. At Unsatisfied, perhaps the artifact acts as mere +1 magic armor, possibly invoking various other penalties, especially if it makes requests (or demands) of its owners and those requests are denied or failed. If the players act in a manner desirable by the artifact, the concordance can go up and the artifact can share more of its power with its owners. If they anger it, it could penalize them further and, eventually, move on.

Know that in 4th Edition, artifact aren’t just powerful items, they’re often sentient and powerful beings in their own right, with their own goals and desires. Artifacts seek out owners that can fulfill their wants, and are often only obtained because player characters have done something to make the artifact want to be owned.

Consider, for example, the Standard of Eternal Battle which can only be obtained through conflict. The Standard is otherwise immobile and cannot be picked up, unless the previous owners are defeated in battle by the new owners. That also means the current owners can’t willingly get rid of it unless they lose a battle, and the Standard will continually call greater and greater threats tho the party in order to test their mettle.

What does your armour desire? How can the party fulfill its wants? What will the armour do to them if they ignore its demands? How will the armour reward them for pleasing it?

## shaders – OpenGL texture2d/image sampling issue. Strange artifacts in texture

I have an issue when using textures in OpenGL, strange artifacts occur where geometry overlaps, but not always.
Video Reference. I am using a GL_TEXTURE_2D with GL_ARB_image_load_store to make a custom depth test shader that stores material data for opaque and transparent geometry. The video given shows the artifacts occur where the support structure for a table is occluded behind the top of the table, but strangely, not occurring where the base of the table is occluded by the support.

#version 450 core

in VS_OUT {
vec3 Position;
vec3 Normal;
vec2 TexCoords;

mat3 TanBitanNorm;
} fs_in;

// Material data
uniform sampler2D uAlbedoMap;
uniform sampler2D uNormalMap;
uniform sampler2D uMetallicMap;

// Material info out
layout(rgba16f) coherent uniform image2D uAlbedoDepthOpaque;
layout(rgba16f) coherent uniform image2D uNormalMetallicOpaque;
layout(rgba16f) coherent uniform image2D uAlbedoDepthTransparent;
layout(rgba16f) coherent uniform image2D uNormalAlphaTransparent;

// Depth info in/out
layout(r8) uniform image2D uDepthBufferOpaque;
layout(r8) uniform image2D uDepthBufferTransparent;

void main() {
vec3 n_tex = texture(uNormalMap, fs_in.TexCoords).xyz;
n_tex = n_tex * 2.0f - 1.0f;

ivec2 tx_loc = ivec2(gl_FragCoord.xy);
const float opaque_depth = imageLoad(uDepthBufferOpaque, tx_loc).r; // Stored depth of opaque
const float trans_depth = imageLoad(uDepthBufferTransparent, tx_loc).r; // Stored depth of transparent

// Depth processing
if (gl_FragCoord.z > opaque_depth) {
bool tran = false;
if (trans_depth > opaque_depth)
tran = trans_depth > gl_FragCoord.z;
else
tran = true;

// Transparent
if (texture(uAlbedoMap, fs_in.TexCoords).a < 1.0f && tran) {
imageStore(uDepthBufferTransparent, tx_loc,
vec4(gl_FragCoord.z));

imageStore(uAlbedoDepthTransparent, tx_loc,
vec4(texture(uAlbedoMap, fs_in.TexCoords).rgb, gl_FragCoord.z));
imageStore(uNormalAlphaTransparent, tx_loc,
vec4(abs(length(n_tex) - 1.0f) > 0.1f ? fs_in.Normal : normalize(fs_in.TanBitanNorm * n_tex), texture(uAlbedoMap, fs_in.TexCoords).a));
}

// Opaque
else {
imageStore(uDepthBufferOpaque, tx_loc,
vec4(gl_FragCoord.z));

imageStore(uAlbedoDepthOpaque, tx_loc,
vec4(texture(uAlbedoMap, fs_in.TexCoords).rgb, gl_FragCoord.z));
imageStore(uNormalMetallicOpaque, tx_loc,
vec4(abs(length(n_tex) - 1.0f) > 0.1f ? fs_in.Normal : normalize(fs_in.TanBitanNorm * n_tex), texture(uMetallicMap, fs_in.TexCoords).r));
}
}

if (opaque_depth == 0.0f) {
imageStore(uDepthBufferOpaque, tx_loc,
vec4(0.125f));
}

else {
imageStore(uDepthBufferOpaque, tx_loc,
vec4(0.125f + opaque_depth));
}
}


Render with overlapping geometry shows that artifacts still occur outside of reading from the texture. Also in the video, I move the camera back and forth (with orthographic projection) and the artifacts become brighter and darker. Render with overlapping geometry w/out depth processing shows that the brighter/darker values were from the depth test.

Any ideas on why this occurs, and how can I fix it?

## 35mm Black and White Film Artifacts

I have recently begun shooting photographs using black and white film ( Ilford ISO 50 ).

My camera is a Pentax ME with automatic exposure controls and manual focus. My most recent developed photos contained many of the artifacts that the image here depicts ( a “ripple” effect on the border of the photo ).

What could be causing this ?

Incorrectly inserted film ?

I really am not sure and would love some feedback.

## Getting artifacts with XP and crafting artifacts with iotum in Numenera

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## unit: artifacts on top of platform sprite only when moved

I made a floating platform in Unity that has a propeller motion animation. I attached a script I wrote to the game object that adds slight vertical and horizontal motion using the game object transform.position. This is creating some strange artifacts on top of the sprite, but only when the motion code is active. When I don't move the platform and just leave it to animate, there are no artifacts.

## forensic analysis: search for artifacts using the massive extractor in different methods

I have a specific number of artifacts, and I want to search for those particular artifacts in the disk image using a bulk extractor through different methods using random sampling, stop list, alert list or search text. I want to know which method is more efficient, and how can I reproduce such a test scenario and get results?

## macos: artifacts of gradual occurrence / disappearance notification windows when using VNC / Screen Share

I'm using Finder's "Connect to Server" with a "vnc: // …" address to access a desktop remotely, from Mac to Mac (both run the latest Catalina), and I've always had a problem with The notification windows (in the upper right corner) fade / disappear, leaving a "ghost" of the window behind indefinitely. I can't click on things behind windows, and clicking on one of these doesn't do what I normally would if the window were completely opaque. For example, this shows a couple of notifications from MS Outlook / Update, and a notification from the App Store.

And here it is with an open menu below. You can only click a menu item by entering between the window openings (only the first item is accessible in this example):

I can make them disappear temporarily by activating the "DO NOT DISTURB" mode for notifications. But I am looking for a way to correct this behavior without disabling notifications. I still don't know if this happens with other VNC viewers besides the one integrated in MacOS / Finder. I can try that later. And I also plan to try to disable animations if no other solution is available. (How to disable all animations in OS X
)

Incidentally, this has also been happening to me with previous versions of MacOS.

## glsl: variance shadow map artifacts near shadow edges

I am trying to implement the mapping of variance shadows in my engine. I am using WebGL 2 and now I only have one directional light source. It is working, but it has a serious problem near the edges of the shadows and I don't know how to solve it.

The back of the cube is not completely in the shade, the edges are in the light.

The shadow on the sphere is too small, I think half of the sphere should be in the shadow.

This is how I implemented the mapping of variance shadows:

1, create the shadow map

Vertices shader:

#version 300 es

layout(location = 0) in vec3 i_positiom;

uniform mat4 projectionViewModelMatrix;

void main(){
gl_Position = projectionViewModelMatrix * vec4(i_positiom, 1.0f);
}


Shader Shard:

#version 300 es

precision highp float;

out vec4 o_color;

void main(){
float depth = gl_FragCoord.z;
float depthSquared = depth * depth;
float dx = dFdx(depth);
float dy = dFdy(depth);
depthSquared += 0.25f * (dx * dx + dy * dy);
o_color = vec4(depth, depthSquared, 0.0, 1.0);
}


The texture size is 1024×1024, it uses linear filtering, but it does not use mipmapping or multisampling. The result looks like this:

2, blur the shadow map, horizontally, then vertically

Vertices shader:

#version 300 es

layout (location = 0) in vec3 i_position;
layout (location = 1) in vec2 i_textureCoordinates;

out vec2 io_textureCoordinates;

void main(){
io_textureCoordinates = i_textureCoordinates;
gl_Position = vec4(i_position, 1.0f);
}


Shader Shard:

#version 300 es

precision highp float;

in vec2 io_textureCoordinates;

uniform sampler2D image;
uniform bool horizontal;

out vec4 o_color;

void main(){
ivec2 texSize = textureSize(image, 0);
float blurAmount = 1.0;
vec2 blurScale = horizontal ? vec2(blurAmount / float(texSize.x), 0.0) : vec2(0.0, blurAmount / float(texSize.y));
vec4 color = vec4(0);

color += texture(image, io_textureCoordinates + (vec2(-2.0) * blurScale)) * (1.0 / 16.0);
color += texture(image, io_textureCoordinates + (vec2(-1.0) * blurScale)) * (4.0 / 16.0);
color += texture(image, io_textureCoordinates + (vec2(0.0) * blurScale)) * (6.0 / 16.0);
color += texture(image, io_textureCoordinates + (vec2(1.0) * blurScale)) * (4.0 / 16.0);
color += texture(image, io_textureCoordinates + (vec2(2.0) * blurScale)) * (1.0 / 16.0);

o_color = color;
}



3, render the scene and calculate the shadows

float calculateShadow(vec3 N, vec3 L){
/*if(dot(N, -L) < 0.0){
return 0.0;
}*/
vec3 projectionCoordinates = io_fragmentPositionLightSpace.xyz / io_fragmentPositionLightSpace.w;
projectionCoordinates = projectionCoordinates * 0.5 + 0.5;
float currentDepth = projectionCoordinates.z;
vec2 moments = texture(shadowMap, projectionCoordinates.xy).xy;
if (currentDepth <= moments.x) {
return 1.0;
}
float variance = moments.y - (moments.x * moments.x);
variance = max(variance, 0.00002);
float d = currentDepth - moments.x;
float pMax = variance / (variance + d * d);
return smoothstep(0.1f, 1.0f, pMax);
}


I tried many things, such as changing the shadow map resolution, filtering, blur core size, blur amount, changing magic numbers in CalculateShadow (which are there to avoid slight bleeding), but the best I can Doing is what you can see (it is commented out) at the beginning of the CalculateShadow function. If the angle between the normal surface vector and the direction of light is greater than 90 °, then it is in the shadow.

Solve the problem, however, in the sphere, the shadow becomes too sharp: