 
 //float bias = (N_2/2.0)/(N_2-1.0); // old: 50.0/99.0;
 
-
+float orgIm;
 float getBias(){
 	
+//	float tmp_bias = 0.0;
+//	// Set coordinates for the Origin
+//	if (int(dimN) % 2 == 0)
+//		tmp_bias = float(dimN )/ 2.0f  ; // -2 dur to rotational lochay
+//	else
+//		tmp_bias = float(dimN - 1.0) / 2.0f  ;
+//		
+//
+//	
+	
+
+		
+		
+
+	
 	float tmp_bias = 0.0;
-	// Set coordinates for the Origin
-	if (int(dimN) % 2 == 0)
-		tmp_bias = float(dimN )/ 2.0f  ; // -2 dur to rotational lochay
-	else
-		tmp_bias = float(dimN - 1.0) / 2.0f  ;
-		
-
-	
-	
-//	float tmp_bias = 0.0;
-//	if(int(N_2)%2 == 0){
-//		tmp_bias = (N_2/2.0)/(N_2-1.0);
-//	}else{
-//		tmp_bias = 0.5; // old: 50.0/99.0;
-//	}
+	if(int(N_2)%2 == 0){
+		orgIm = float(dimN )/ 2.0f  ; // -2 dur to rotational lochay
+		tmp_bias = (N_2/2.0)/(N_2-1.0);
+	}else{
+		orgIm = float(dimN - 1.0) / 2.0f  ;
+		tmp_bias = 0.5; // old: 50.0/99.0;
+	}
 	return tmp_bias;
 }
 float bias = getBias();

	vec2 precomputedFourier = vec2(0.0, 0.0);
	vec2 susum = vec2(0.0, 0.0);
	int lower = 0; int upper = int(approxSteps)+1;
//	upper = 10;
	float reHeight = 0.0; float imHeight = 0.0;
	float real_part = 0.0; float imag_part = 0.0;
	float fourier_coefficients = 1.0;

	const float normF = 1.0f;

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