seo – My Backlinks Indexed and shown in SERP few weeks back. Today I checked again 50% are not showing in SERP

A few weeks back I create backlinks for my project and they get indexed and showing in SERP properly. But today I again checked 50% of them are not showing in SERP. Backlinks are live and working properly but not showing in google search. Why, Please help me out. Even the SEOquake extension also showing the date when the link gets indexed. And its not about 1-2 nearly 25+ backlinks are not showing.

openvpn – Private VPN IP address for home webserver different than IP shown in

I maintain a very small website via my home webserver. It is very lightly used, being of interest only to those within my community. The server runs openvpn so the website can be accessed via its own unique public IP address (no home router forwarding, etc.). That numerical address is linked via DDNS to a domain name registered by Google Domains.

If I utilize my VPN provider’s server in Sweden (where they’re based), then the webserver’s VPN IP address listed in ipconfig is the same as what’s shown at, and all is good: The site can be accessed via the domain name, as well as directly though the VPN IP address.

However, to allow the pages to load as fast as possible, I wanted to switch to one of my VPN company’s servers in USA. But when I do so, the VPN IP address in ipconfig is very different than For example, ipconfig will show something like, but shows something like

I then notify Google Domain of the IP change for the domain name (using the address shown at But I am unable to access the website either through the domain address or the specific VPN IP. What’s going on?

Moved Bitcoin Core wallet.dat to a new PC and after the block chain was updated it’s shown as almost empty

I moved Bitcoin Core wallet.dat to a new PC and after the block chain was updated it’s shown as almost empty. On the old PC that is also synced it shows what I think it the correct amount.

The wallet shows the same transactions with the same dates as the old PC. The new PC did have some of the block chain already downloaded before I moved the wallet DAT file.

live view – Will a DSL Camera Field Monitor on a D7500 Display What Is Shown In The Liveview

Will a DSL Camera Field Monitor on a Nikon D7500 allow me to see what is shown in the camera’s LIveView window? I’m trying to find a way to get a larger view of what is shown on the camera LCD so it will be easier to see if the scene is in focus before taking the picture.
It would be nice if I could see a larger view so I can see the camera’s shutter speed, ISO, aperture, and focus appearance that are shown in the cameras small LCD display during Liveview.

views – How can I exclude the shown node without reducing the row count?

I have a view block for related content in which I’ve configured a contextual filter (“Content ID from URL”) such that, when displaying the block on a node, that node node is excluded from the view. However, in cases where the current node is captured in the view, the total row count is reduced (in my case, from 3 rows to 2 rows) per the exclusion. In other words, the filter doesn’t simply filter out node when making the query, it removes the node from the query result (so far as I understand the process).

Is there a way to configure the view so that excluding the current node does not reduce the overall row count? I tried ordering the the contextual filters so that that the node exclusion occurs first, but this doesn’t have any effect on the result.

opengl – Screen space reflections shown at incorrect position

I have been trying to add a SSR post-processing effect into my engine for a while now, but it always seems to fail on the same thing: Reflections are not properly positioned below the object instead they are skewed and disappears from and to whilst moving the camera.

I’m using a g-buffer system which renders positions and normals in view-space (i have also tried to reconstruct the position from the depth buffer but it gives the same result). Shaders will be listed below.

I suspect that my normals might be wrong, but, I’m also using SSAO with the same buffers which works just fine.

I have read severals tutorials on this topic and tried them, but it always fails with this problem.

Screenshot showing reflections which are skewed.

enter image description here

Screenshot 2, rotated ~270 degrees, no reflections
enter image description here

G-buffer vertex shader:

#version 450 core

layout (location = 0) in vec3 in_position;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv;
layout (location = 3) in vec3 in_tangent;
layout (location = 4) in vec3 in_bitangent;

out vec3 worldPosition;
out vec3 viewNormal;
out vec3 viewPosition;
out vec2 texCoord;
out mat3 TBN;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat3 normal_matrix;

void CalculateTBN(mat4 modelViewMatrix, vec3 tangent, vec3 bitangent, vec3 normal) {
    TBN = mat3(
        normalize(vec3(modelViewMatrix * vec4(tangent, 0.0))),
        normalize(vec3(modelViewMatrix * vec4(bitangent, 0.0))),
        normalize(vec3(modelViewMatrix * vec4(normal, 0.0)))

void main()
    vec4 position = vec4(in_position, 1.0);
    vec3 normal = in_normal;

    mat4 modelViewMatrix = view * model;
    CalculateTBN(modelViewMatrix, in_tangent, in_bitangent, normal);

    worldPosition = vec3(model * position);
    viewNormal = vec3(normalize(modelViewMatrix * vec4(normal, 1.0)));

    viewPosition = vec3(view * vec4(worldPosition, 1.0));
    texCoord = in_uv;    
    gl_Position = projection * view * model * position; 

G-buffer fragment shader:

#version 450 core

layout (location = 0) out vec3 g_position;
layout (location = 1) out vec3 g_normal;
layout (location = 2) out vec4 g_albedo;
layout (location = 3) out vec3 g_metallness_roughness;
layout (location = 4) out vec4 g_emissive;
layout (location = 5) out float g_depth;

in vec3 worldPosition; // Position in world space
in vec3 viewNormal; // Normal in view space
in vec3 viewPosition; // Position in view space
in vec2 texCoord; 
in mat3 TBN; 

vec2 uv = texCoord;

struct Material {
    float shininess;
    vec3 diffuse_color;
    bool is_solid;

    bool has_specular;
    bool has_normal;
    bool has_emissive;
    bool has_ao;
    bool has_metallic;
    bool has_roughness;

uniform Material material;
uniform bool force_solid = false;
uniform vec3 force_color = vec3(0.);
uniform float emissive_pow = 1.0;
uniform bool flip_uv = false;
uniform float mesh_transparency = 1.0;
uniform vec3 tint = vec3(0.); 

layout (binding = 0) uniform sampler2D albedoMap;
layout (binding = 1) uniform sampler2D normalMap;
layout (binding = 2) uniform sampler2D metallicMap;
layout (binding = 3) uniform sampler2D roughnessMap;
layout (binding = 4) uniform sampler2D emissiveMap;

float get_metallic(vec2 uv) {
    if (material.has_metallic) return texture(metallicMap, uv).r;
    return 1.;

float get_roughness(vec2 uv) {
    if (material.has_roughness) return texture(roughnessMap, uv).r;
    return 1.;

vec3 get_emissive(vec2 uv) {
    if (material.has_emissive) return texture(emissiveMap, uv).rgb * emissive_pow;
    return vec3(0.);

vec2 get_uv() {
    if (flip_uv) return vec2(uv.x, 1. - uv.y);
    return uv;

void main()
    vec3 viewNormal;
    bool use_sampler = material.has_normal;
    if (use_sampler) {
        viewNormal = texture2D(normalMap, texCoord).rgb;
        viewNormal = normalize(viewNormal * 2.0 - 1.0);
        viewNormal = normalize(TBN * viewNormal);
        viewNormal = viewNormal;    

    g_position = viewPosition;
    g_normal = viewNormal;
    g_albedo.rgb = texture(albedoMap, get_uv()).rgb;

    float spec = (g_albedo.r + g_albedo.g + g_albedo.b)/3.0;
    g_albedo.a = spec;
    g_metallness_roughness.r = get_metallic(get_uv());
    g_metallness_roughness.g = get_roughness(get_uv());
    g_emissive.rgb = get_emissive(get_uv());
    g_emissive.a = mesh_transparency;

    g_depth.r = gl_FragCoord.z;

The normal buffer is declared as RGB32F, same for the position buffer.

And the SSR shader is declared like this:
(based on

#version 450 core

layout (location = 0) uniform sampler2D gAlbedo;
layout (location = 1) uniform sampler2D gPosition;
layout (location = 2) uniform sampler2D gNormal;
layout (location = 3) uniform sampler2D gMetallicRoughness;

out vec4 FragColor;

uniform mat4 invView;
uniform mat4 projection;
uniform mat4 invProjection;
uniform mat4 view;
uniform float near = 0.1;
uniform float far = 100.0;
uniform vec2 resolution = vec2(1440.0, 810.0);
uniform vec3 cameraPos;

float Near = near;
float Far = far;

in vec2 TexCoords;
vec2 TexCoord = TexCoords;
vec2 texCoord = TexCoords;

uniform int raymarch_iterations = 60;
uniform float raymarch_step_size = 0.25;
uniform float raymarch_min_steps = 0.1;
uniform int numBinarySearchSteps = 10;

uniform vec3 skyColor = vec3(0.0);
uniform int binarySearchCount = 20;
uniform float LLimiter = 0.9;

// SSR based on tutorial by Imanol Fotia
#define GetPosition(texCoord) texture(gPosition, texCoord).xyz

vec2 BinarySearch(inout vec3 dir, inout vec3 hitCoord, inout float dDepth) {
    float depth;

    vec4 projectedCoord;
    for (int i = 0; i < binarySearchCount; i++) {
        projectedCoord = projection * vec4(hitCoord, 1.0);
        projectedCoord.xy /= projectedCoord.w;
        projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
        depth = GetPosition(projectedCoord.xy).z;
        dDepth = hitCoord.z - depth;

        dir *= 0.5;

        if (dDepth > 0.0) {
            hitCoord += dir;
        } else {
            hitCoord -= dir;

    projectedCoord = projection * vec4(hitCoord, 1.0);
    projectedCoord.xy /= projectedCoord.w;
    projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
    return vec2(projectedCoord.xy);

vec2 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth) {
    dir *= raymarch_step_size;
    for (int i = 0; i < raymarch_iterations; i++) {
        hitCoord += dir;

        vec4 projectedCoord = projection * vec4(hitCoord, 1.0);
        projectedCoord.xy /= projectedCoord.w;
        projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5; 

        float depth = GetPosition(projectedCoord.xy).z;

        dDepth = hitCoord.z - depth;

        if ((dir.z - dDepth) < 1.2 && dDepth <= 0.0) {
            return BinarySearch(dir, hitCoord, dDepth);

    return vec2(-1.0);

#define Scale vec3(.8, .8, .8)
#define k 19.19

vec3 Hash(vec3 a) {
    a = fract(a * Scale);
    a += dot(a, a.yxz + k);
    return fract((a.xxy + a.yxx)*a.zyx);

// source:
#define fresnelExp 15.0

float Fresnel(vec3 direction, vec3 normal) {
    vec3 halfDirection = normalize(normal + direction);
    float cosine = dot(halfDirection, direction);
    float product = max(cosine, 0.0);
    float factor = 1.0 - pow(product, fresnelExp);
    return factor;

void main() {
    float reflectionStrength = 1. - texture(gMetallicRoughness, texCoord).r; // metallic in r component
    if (reflectionStrength == 0.0) {
        FragColor = vec4(0., 0., 0., 1.); 

    vec3 normal = texture(gNormal, texCoord).xyz;
    vec3 viewPos = GetPosition(texCoord);

    vec3 worldPos = vec3(vec4(viewPos, 1.0) * inverse(view));
    vec3 jitt = Hash(worldPos) * texture(gMetallicRoughness, texCoord).g; // roughness in g component

    vec3 reflected = normalize(reflect(normalize(viewPos), normalize(normal)));

    vec3 hitPos = viewPos;
    float dDepth; 
    vec2 coords = RayCast(jitt + reflected * max(-viewPos.z, raymarch_min_steps), hitPos, dDepth);

    float L = length(GetPosition(coords) - viewPos);
    L = clamp(L * LLimiter, 0, 1);
    float error = 1 - L;

    float fresnel = Fresnel(reflected, normal);
    vec3 color = texture(gAlbedo, coords.xy).rgb * error * fresnel;

    if (coords.xy != vec2(-1.0)) {
        vec3 res = mix(texture(gAlbedo, texCoord), vec4(color, 1.0), reflectionStrength).rgb;
        FragColor = vec4(res, 1.0);
    vec3 rescol = mix(texture(gAlbedo, texCoord), vec4(skyColor, 1.0), reflectionStrength).rgb;
    FragColor = vec4(rescol, 1.0);

If you have faced the same situation, can lead me to some example that can give me more information here, please let me know since I have fighted with this one for over two weeks now. All help is highly appreciated!

Thanks in advance!

validation – When should the valid visual cue be shown to the user on a pre-filled form field?

It makes sense to show a valid visual cue (eg: green border, green check, etc) when a user is filling a form field and the data is considered valid.

enter image description here

What if the user opened the form with pre-filled data? For example, when editing something.

When would be the appropriate moment to show the valid visual cue on form fields that were not edited by the user?

When the form is loaded?

On focus and blur events?

When the form is submitted?


Sucess and Error Message is not shown on Contact Form

I am using Magento version 2.4, When i submit the contact Form it not shown Error or success message.Mail For contact form is working properly.

Please Let me know the solution.

Thanks in Advance.

reactjs – Core UI Admin – External sorter icon not shown React js

I am using core UI Admin for my React JS project. The problem is, I want to apply the external sorting, but arrows are not showing on my column except only one column. I have also provided the string data in the columns.
Is there any way to bring sorter icon on every column header and make it clickable for custom sorting.

                        { key: ' ', sorter: true, _style: { width: "1%" }  },
                        { key: ‘clientName’, sorter: true, },
                        { key: 'createdBy', sorter: true , },

                    sorter={{ external: true }}
                    onSorterValueChange={(e) => {
                        var typeSort = e.asc ? "ASC" : "DESC"


                        ' ':
                            (item, index) => (
                                    <div className="has-center-v-middle">
                                        <ImageMiniItem imageURL={item.imageURL} />
                            (item, index) => (

                            (item, index) => (