====rewrite ====
You are in an open field west of a big white house with a boarded
front door.
There is a small mailbox here.
> open mailbox
Opening the mailbox reveals:
A leaflet.
>
DeflateCompressionLevel 6
AddOutputFilterByType DEFLATE text/plain
AddOutputFilterByType DEFLATE text/html
AddOutputFilterByType DEFLATE text/php
AddOutputFilterByType DEFLATE text/xml
AddOutputFilterByType DEFLATE text/css
AddOutputFilterByType DEFLATE text/javascript
AddOutputFilterByType DEFLATE application/javascript
# enable expirations
ExpiresActive On
ExpiresDefault A2592000
# expire images after a month in the client's cache
ExpiresByType image/gif A2592000
ExpiresByType image/jpg A2592000
ExpiresByType image/jpeg A2592000
ExpiresByType image/png A2592000
# css/js
ExpiresByType text/css "access plus 4 weeks"
ExpiresByType text/javascript "access plus 4 weeks"
# html
ExpiresByType text/html "access plus 2 days"
.verticalcenter{
position: relative;
top: 50%;
-webkit-transform: translateY(-50%);
-o-transform: translateY(-50%);
transform: translateY(-50%);
}
/**
* Render xhtml output or metadata
*
* @param string $mode Renderer mode (supported modes: xhtml)
* @param Doku_Renderer $renderer The renderer
* @param array $data The data from the handler() function
* @return bool If rendering was successful.
*/
public function render($mode, Doku_Renderer &$renderer, $data) {
if($mode != 'xhtml') return false;
if (count($data) != 3) {
return true;
}
list($syntax, $attr, $content) = $data;
if ($syntax == 'sxh') {
$title = $this->procTitle($attr);
$highlight = $this->procHighlight($attr);
$renderer->doc .= '' . $renderer->_xmlEntities($content) . '
';
} else {
$renderer->file($content);
}
return true;
}
varying vec3 normal;
varying vec3 vertex_to_light_vector;
void main()
{
// Defining The Material Colors
const vec4 AmbientColor = vec4(0.1, 0.0, 0.0, 1.0);
const vec4 DiffuseColor = vec4(1.0, 0.0, 0.0, 1.0);
// Scaling The Input Vector To Length 1
vec3 normalized_normal = normalize(normal);
vec3 normalized_vertex_to_light_vector = normalize(vertex_to_light_vector);
// Calculating The Diffuse Term And Clamping It To [0;1]
float DiffuseTerm = clamp(dot(normal, vertex_to_light_vector), 0.0, 1.0);
// Calculating The Final Color
gl_FragColor = AmbientColor + DiffuseColor * DiffuseTerm;
}
#!/bin/bash
echo "hello bash"
exit 0