 	const float normF = 1.0f;
 
 	// These are frequency increments
-	int anchorX = int(floor(bias + coords.x * (dimN - 0)));
-	int anchorY = int(floor(bias + coords.y * (dimN - 0)));
+	int anchorX = int(floor(orgIm + coords.x * (dimN - 0)));
+	int anchorY = int(floor(orgIm + coords.y * (dimN - 0)));
 	
 	vec3 fftMag = vec3(0.0f);
 	



		// xyz value of color for current wavelength (regarding current wavenumber k).
//		vec2 coords = vec2((k*v/(Omega)) + bias/dimN, (k*u/(Omega)) + bias/dimN);
		
		P = taylorGaussWindow(coord22, k, w);
		

		for (float i = (anchorX-winW); i <= (anchorX + winW + 1 ); ++i) {
			for (float j = (anchorY - winW); j <= (anchorY + winW + 1); ++j){
				vec3 texIdx = vec3(0.0f);
				float distU = float(i) - orgIm - coords.x *float(dimN - 0);
				float distV = float(j) - orgIm - coords.y *float(dimN - 0);
				
				texIdx.x = float(i)/ float(dimN - 1);
				texIdx.y = float(j)/float(dimN - 1);
