Explicit vs transparent proxy – Information Security Stack Exchange

As far as I have understood it:

  • An explicit proxy challenges the user/application within his session.
  • NGFW (transparent proxy) and SSO/identity-based solutions are just letting everything pass that is using the current IP address of the user.

I agree the latter is flexible with regard to roaming users (VPN, Wifi and whatnot) but IMHO similar to machine/IP-based authentication, i.e. a step back from actually challenging the individual application for access. (Note: if you use a captive portal, non-interactive apps will have a hard time authenticating.)

The transparent proxy would let all traffic from your machine go directly to the URL filter, including the potential malware. Whereas in the explicit scenario the malware would need to obtain the user’s credentials, parse the PAC file or somehow else determine the location of the proxy to use etc. Might be considered security through obscurity, still more hurdles can’t hurt…
Additionally, a transparent proxy would require recursive DNS access to the Internet, meaning DNS security would need to be implemented. Whereas when using an explicit proxy, the client needs no DNS access at all, the proxy itself would perform a DNS request once the URL filtering/categorization or any other mechanism has allowed access.

Somehow I fail to see where transparent approach would provide more security than explicit.
The more modern approach (NGFW/transparent) seem to rely more and more on blacklisting and heuristics, while we learned that actual security only comes from denying everything that we do not know i.e. whitelisting. I agree that this is difficult in today’s Internet though.
So which one is more secure, transparent or explicit, or does it only depend on the individual definition of security/risk?

applications – Wife being shady.. bottom 1/3 of screen has grey transparent filter?

applications – Wife being shady.. bottom 1/3 of screen has grey transparent filter? – Android Enthusiasts Stack Exchange

shaders – Make part of albedo transparent

I have a shader which creates a circle inside of a plane mesh. I would like to get get rid of the parts around the circle, which are the r and b parts of the ALBEDO but I can’t seem to figure out how to do it.

The only thing I’ve managed to find is ALPHA but that changes the transparency of the entire shader and not just parts of it.

shader_type spatial;

float circle(vec2 position, float radius, float feather)
{
    return smoothstep(radius, radius + feather, length(position - vec2(0.5)));
}

void fragment() {
    ALBEDO = vec3(0, circle(UV - vec2(0), 0.5, 0.005), 0);
}

Which currently looks like:

enter image description here

How can I mask a div with transparent beneath it?

I have a container div (which could be in the center of the page). I want to animate another div (same size) from left edge to over top the container div. That much is easy.

I need the animated div to be invisible except inside the dimensions of the container div.
So you can see the entire page, including the container div but the right edge of the animated div is just left of the left edge of the container div AND INVISIBLE.
I need to move the animated div right until the left edge of the animated div is = the left edge of the container div and visible.
As it moves right I need the part of the animated div that is inside the container div to be visible and everything that is outside the container div to be invisible. At the end of the animation the animated div is completely inside the container div and is visible.
SEMrush

I keep looking at css mask & clip but so far can’t figure this out.
Help?

 

shaders – Unity HDRP transparent material back-face rendering/front face culling

I try to render an object with 2 different transparent materials. One should only render the back faces (higher opacity/more color) and one only the front faces (lower opacity/less color). The purpose is to show another object inside the mesh better, while keeping the more saturated color on the back faces.

I tried to only render the back faces using a shader graph, but it seems to be impossible to only render back faces with TRANSPARENT material. With opaque materials, it was not a problem to isolate the back faces.

Is there a way to only render back faces of a transparent material, and overlap them with another material that only renders front faces?

(btw. this is the model, I need it for. The bones should pretty much preserve their details/color, while the jello is a rich green (screenshot from blender))

the problem child

Any help is very appreciated!
Thank you!

multiple monitors – Transparent window only works in primary display

I have an application that allows me to “scribble” on a region of a screen (for making presentations). It functions as a totally transparent window that I can write on in either a translucent color (like a highlighter) or a solid color. I have three displays, and it works fine on whichever one is primary, but not (properly) on the others.

If I position the window so it’s partly over the non-primary displays, but centered (I think that’s the deal anyway) on the primary, it works properly, including in the area that’s on the other displays. But if I shift it too far, it flips into entirely opaque mode for all windows (and stays that way till I restart it).

I’m using 20.04, and this happens with both the default window manager and xfce. I’m currently working around this by using xfce, as I cannot have the “system controls” showing on the screen that I’m annotating on (it’s the one that’s being shared in this presentation)

What gives? Can this be fixed?
TIA
Toby.

opengl – WebGL transparent gradient mask at edge

I need to make a feature in WebGL, where I have horizontal list of meshes (example 20) and I want to show only 3 and 2 at edge are fade in/fade out. And it slowly animates from one side no another (sliding to left or right).

enter image description here

Here is a sample code, how it is done using CSS. (https://jsfiddle.net/jqsLh4vg/91/)

What would be possible options to have this kind of effect?


My current approach, what I am trying (could be not the most perfomant solution):

  1. Calculate visible area
  2. Calculate how much visible area (in percentage) each mesh is visible in visible area on each render

enter image description here

  1. Draw gradient using frag shader at the edges (here it is were I stucked and can’t figure out the solution)

But maybe there is easier approach for this kind of effect? (Image if I have 100 elements and I need to manually calculate their visible area on each render time).

combat – Can Engulfed creatures be targeted with non-area spells without hitting the transparent or translucent Engulfing creature?

Oozes like gelatinous cubes can use the Engulf ability. If a caster can see an Engulfed creature since the ooze is transparent or translucent, can the caster target the Engulfed creature with a non-area spell without hitting the ooze?

My inclination would be that any area-based spells such as those with bursts or lines would hit the Engulfing creature (and possibly the Engulfed creature, as well). But spells like Heal simply allow the caster to select a target.

So could a caster target an Engulfed ally with a Heal spell without healing the Engulfing creature, assuming the caster could see (or otherwise perfectly sense) the target?

android – How to draw text on transparent background?

I am trying to draw text on transparent canvas, the result bitmap should be overlayed on another canvas with colored background.
But drawing without any background color make semitransparent pixels around text are black. It seems like canvas can’t mix transparent background and actual semitransparent color of text correctly.

Example

Any suggestion?

camera – What is the term for making an object transparent when it blocks the player’s view?

In many games if your camera gets too close to certain objects, or the object starts to block your screen, the game turns it transparent so you can still see.

What is the name for this effect? It is not occlusion culling. The model does not reduce its polygons, it simply just gets transparent so that you can look through it.

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