private static void MainLoop()
        {
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);

            GameTime.Update();
            Glfw.SetWindowTitle(window, "FPS: " + GameTime.FPS);

            CooldownTimer.Update();
            Render(mandelbrot);
            Render(julia);

            Update();
            if (!view)
            {
                Animate();
                SaveScreenshot();
                Console.WriteLine("Pos: " + mandelbrot.pos + " Zoom: " + mandelbrot.zoom);
            }

            Glfw.PollEvents();

            Glfw.SwapBuffers(window);

            if (shouldClose)
            {
                Glfw.SetWindowShouldClose(window, shouldClose);
            }
        }
        public void Load()
        {
            modeTimer      = new CooldownTimer(20);
            crosshairtimer = new CooldownTimer(20);
            Model model = Model.CreateRectangle(new Vector2(0.5f, 1));

            switch (fractalType)
            {
            case FractalType.Mandelbrot:
                quad = new Entity(model, new Vector2(-0.5f, 0));
                break;

            case FractalType.Julia:
                quad = new Entity(model, new Vector2(0.5f, 0));
                break;
            }
        }
        private static void Init()
        {
            shader = new ShaderProgram("Assets/Shaders/Shader.vert", "Assets/Shaders/Shader.frag");

            shader.AddUniform("vposoffset");
            shader.AddUniform("vsize");

            shader.AddUniform("aspectRatio");
            shader.AddUniform("rot");
            shader.AddUniform("maxIter");
            shader.AddUniform("clrRatio");
            shader.AddUniform("cursorClr");
            shader.AddUniform("julia_mode");
            shader.AddUniform("crosshair");

            shader.AddUniform("fractalType");
            shader.AddUniform("julia_c");
            shader.AddUniform("pos");
            shader.AddUniform("zoom");

            //guishader = new ShaderProgram("Asset/Shaders/Gui.vert", "Asset/Shaders/Gui.frag");
            //guishader.AddUniform("pos");
            //guishader.AddUniform("size");

            try {
                Serialization.FractalPair pair = Serialization.Load();
                mandelbrot       = pair.mandelbrot;
                julia            = pair.julia;
                activeFractal    = pair.activeFractal;
                fractalsToRender = pair.fractalsToRender;
                //  ScreenshotCount = pair.screenshotCount;
                ScreenshotCount = 0;
            } catch (Exception) {
                mandelbrot = Fractal.CreateMandelbrot();
                julia      = Fractal.CreateJulia();
            }
            mandelbrot.Load();
            julia.Load();

            activeFractalTimer = new CooldownTimer(60);
            activeFractalTimer.SetTime(activeFractalTimer.GetCooldown());
            screenshotTimer       = new CooldownTimer(20);
            fractalsToRenderTimer = new CooldownTimer(20);

            if (!view)
            {
                mandelbrot.pos       = new Vector2d(-0.129078142625295, 0.98765122402576);
                mandelbrot.maxIter   = 2000;
                fractalsToRender     = FractalsToRender.Mandelbrot;
                mandelbrot.crosshair = false;
                mandelbrot.zoom      = 4;
            }
            else
            {
                //Random rand = new Random();
                //mandelbrot.pos = new Vector2d(rand.NextDouble() * 2 - 1, rand.NextDouble() * 2 - 1);
                //mandelbrot.zoom = 2;
            }

            //    mandelbrot.zoom = 1E-10;
        }
 public static void AddTimer(CooldownTimer t)
 {
     Timers.Add(t);
 }