M18
G28 X0 Y0 Z0
Found in this post: https://www.reddit.com/r/PrintrBot/comments/3jm8bc/start_gcode_does_not_extrudeandmove_but_the_code/ | |
Use this to reset, center, and auto-extrudea small bit before printing. | |
G90 ; Explicitly force absolute positioning in case it was not reset previously. | |
G28 ; Home all axes. | |
G29 ; Auto-level the bed. | |
G0 X0 Y0 Z0.15 F9000 ; Move to the front-left part of the bed. | |
M109 S{print_temperature} ; Set and wait for extruder temperature. | |
G92 E0 ; Zero the extruder. |
M501 - print settings | |
M500 - save settings | |
M212 - offsets | |
M106 - fan on | |
M107 - fan off | |
References | |
http://reprap.org/wiki/G-code |
#define PI 3.14159265359 | |
#define PI2 6.28318530718 | |
// Comment or uncomment | |
// (Leave commented if in shadergif) | |
// (uncomment if in shadertoy) | |
//#define shadertoy 1 | |
#ifdef shadertoy | |
// time is iGlobalTime in shadertoy |
uniform float aoIntensity; // {"label":"AO intensity", "min":0, "max":1, "step":0.01, "default":0.15, "group":"Shading", "group_label":"Ambient occlusion"} | |
uniform float aoSpread; // {"label":"AO spread", "min":0, "max":20, "step":0.01, "default":9, "group":"Shading"} | |
// Ambient occlusion approximation. | |
// Based upon boxplorer's implementation which is derived from: | |
// http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf | |
float ambientOcclusion(vec3 p, vec3 n, float eps) | |
{ | |
float o = 1.0; // Start at full output colour intensity | |
eps *= aoSpread; // Spread diffuses the effect |
// brdf | |
vec3 radiance( | |
vec3 n, // macro surface normal | |
vec3 l, // direction from vertex to light | |
vec3 v, // direction from vertex to view | |
// matt | |
float m, // roughness | |
vec3 cdiff, // diffuse reflectance | |
vec3 cspec, // specular reflectance : F0 | |
// light |
in vec2 v_texcoord; // texture coords | |
in vec3 v_normal; // normal | |
in vec3 v_binormal; // binormal (for TBN basis calc) | |
in vec3 v_pos; // pixel view space position | |
out vec4 color; | |
layout(std140) uniform Transforms | |
{ | |
mat4x4 world_matrix; // object's world position |
#ifndef PHONG_LIGHTING_INC | |
#define PHONG_LIGHTING_INC 1 | |
#define USE_OPTIMIZATION 1 | |
#include "BRDF.h" | |
float GetAngleAttenuation(vec3 _l, vec3 _lightDir, float _angleScale, float _angleOffset) | |
{ | |
float cosa = -dot(_l, _lightDir); |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
#extension GL_OES_standard_derivatives : enable | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; |
#include "DeferredRenderer.h" | |
#include "cinder/gl/gl.h" | |
#include "cinder/Log.h" | |
#include "cinder/Buffer.h" | |
#include "DeferredRendererShaders.h" | |
#include "DeferredRenderer_random_png.h" | |
using namespace ci; | |
using namespace std; |