 uniform float startx;
 uniform float starty;
 
+// anti-aliasing used by mandelbrot and julia
 float smooth(float x, float y, float i){
 	float zn = sqrt( x*x + y*y );
 	float nu = log( log(zn) / log(2) ) / log(2);

	return 0.0;
}

float juliaset(vec2 p){
	if(mode == 0)p *= 1.3;


// uniform values from main program
uniform vec2  screen;
uniform vec2  center;
uniform int mode;
