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May 29th, 2015
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  1.  
  2. void setAntiAliasing(vec3 origin, vector<vec3>& d){
  3. int n = d.size();
  4. if (n == 1){
  5. d[0] = vec3(origin.x - (SCREEN_WIDTH / 2), origin.y - (SCREEN_HEIGHT / 2), focalLength);
  6.  
  7. }
  8. if (n == 2){
  9. d[0] = vec3((origin.x+0.25) - (SCREEN_WIDTH / 2), origin.y - (SCREEN_HEIGHT / 2), focalLength);
  10. d[1] = vec3((origin.x - 0.25) - (SCREEN_WIDTH / 2), origin.y - (SCREEN_HEIGHT / 2), focalLength);
  11. }
  12. if (n == 4){
  13. d[0] = vec3((origin.x+0.25) - (SCREEN_WIDTH / 2), (origin.y+0.25) - (SCREEN_HEIGHT / 2), focalLength);
  14. d[1] = vec3((origin.x - 0.25) - (SCREEN_WIDTH / 2), (origin.y+0.25) - (SCREEN_HEIGHT / 2), focalLength);
  15. d[2] = vec3((origin.x - 0.25)-(SCREEN_WIDTH / 2), (origin.y - 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  16. d[3] = vec3((origin.x+0.25) - (SCREEN_WIDTH / 2), (origin.y - 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  17.  
  18. }
  19. if (n == 8){
  20. d[0] = vec3((origin.x + 0.25) - (SCREEN_WIDTH / 2), (origin.y + 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  21. d[1] = vec3((origin.x - 0.25) - (SCREEN_WIDTH / 2), (origin.y + 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  22. d[2] = vec3((origin.x - 0.25) - (SCREEN_WIDTH / 2), (origin.y - 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  23. d[3] = vec3((origin.x + 0.25) - (SCREEN_WIDTH / 2), (origin.y - 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  24. d[4] = vec3(origin.x - (SCREEN_WIDTH / 2), (origin.y - 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  25. d[5] = vec3(origin.x - (SCREEN_WIDTH / 2), origin.y - (SCREEN_HEIGHT / 2), focalLength);
  26. d[6] = vec3(origin.x - (SCREEN_WIDTH / 2), (origin.y + 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  27. d[7] = vec3((origin.x + 0.25) - (SCREEN_WIDTH / 2), (origin.y) - (SCREEN_HEIGHT / 2), focalLength);
  28. }
  29. if (n == 16){
  30. d[0] = vec3((origin.x + 0.5) - (SCREEN_WIDTH / 2), (origin.y + 0.5) - (SCREEN_HEIGHT / 2), focalLength);
  31. d[1] = vec3((origin.x + 0.25) - (SCREEN_WIDTH / 2), (origin.y + 0.5) - (SCREEN_HEIGHT / 2), focalLength);
  32. d[2] = vec3((origin.x -0.25)- (SCREEN_WIDTH / 2), (origin.y + 0.5) - (SCREEN_HEIGHT / 2), focalLength);
  33. d[3] = vec3((origin.x - 0.5) - (SCREEN_WIDTH / 2), (origin.y +0.5) - (SCREEN_HEIGHT / 2), focalLength);
  34. d[4] = vec3((origin.x-0.5) - (SCREEN_WIDTH / 2), (origin.y + 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  35. d[5] = vec3((origin.x-0.25) - (SCREEN_WIDTH / 2), (origin.y +0.25)- (SCREEN_HEIGHT / 2), focalLength);
  36. d[6] = vec3((origin.x+0.25) - (SCREEN_WIDTH / 2), (origin.y + 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  37. d[7] = vec3((origin.x + 0.5) - (SCREEN_WIDTH / 2), (origin.y+0.25) - (SCREEN_HEIGHT / 2), focalLength);
  38. d[8] = vec3((origin.x - 0.5) - (SCREEN_WIDTH / 2), (origin.y -0.25) - (SCREEN_HEIGHT / 2), focalLength);
  39. d[9] = vec3((origin.x - 0.25) - (SCREEN_WIDTH / 2), (origin.y - 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  40. d[10] = vec3((origin.x + 0.25) - (SCREEN_WIDTH / 2), (origin.y - 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  41. d[11] = vec3((origin.x + 0.5) - (SCREEN_WIDTH / 2), (origin.y - 0.25) - (SCREEN_HEIGHT / 2), focalLength);
  42. d[12] = vec3((origin.x + 0.5) - (SCREEN_WIDTH / 2), (origin.y - 0.5) - (SCREEN_HEIGHT / 2), focalLength);
  43. d[13] = vec3((origin.x + 0.25) - (SCREEN_WIDTH / 2), (origin.y - 0.5) - (SCREEN_HEIGHT / 2), focalLength);
  44. d[14] = vec3((origin.x - 0.25) - (SCREEN_WIDTH / 2), (origin.y - 0.5) - (SCREEN_HEIGHT / 2), focalLength);
  45. d[15] = vec3((origin.x - 0.5) - (SCREEN_WIDTH / 2), (origin.y - 0.5) - (SCREEN_HEIGHT / 2), focalLength);
  46. }
  47.  
  48. }
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