           // Scale to map to pixel coordinates. The original algorithm from the paper
           // assumed isotropic scale. We obviously do not have this.
           vec2 abs_scale_aspect = abs(u_scale_aspect);
-          vec2 abs_scale = u_scale_length *abs_scale_aspect;
+          vec2 abs_scale = u_scale_length * abs_scale_aspect;
                     
           // Attributes to varyings
           v_segment = a_segment * u_scale_length;
           v_length  = u_length * u_scale_length;
           
           // Correct angles for aspect ratio
+          
           vec2 av;
           av = vec2(1.0, tan(a_angles.x)) / abs_scale_aspect;
           v_angles.x = atan(av.y, av.x);

          {
              v_miter.y = 1e10;
          }
      
          v_texcoord = vec2( u, v*w );
          
          // Calculate position in device coordinates. Note that we 

          float v = a_texcoord.y;
          vec2 o1 = vec2( +t1.y, -t1.x);
          vec2 o2 = vec2( +t2.y, -t2.x);
                     
          // This is a join
          // ----------------------------------------------------------------
          if( t1 != t2 ) {
