====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