             chamferRadius = s.attr.radius
           when 'bevel'
             bevelRadius = s.attr.radius
-          when 'translate','rotate','invert','mirror'
+          when 'translate','rotate','scale','invert','mirror'
             continue
         break
 

              else        "#{ro}.z"
        ]
        glslCompiler.preludePush flags.glslPrelude, "vec3(#{components})"
    mirror: (stack, node, flags) ->
      # Push the modified ray origin onto the prelude stack
      ro = flags.glslPrelude[flags.glslPrelude.length-1][0] # Current ray origin

        for node in nodes
          codes.push node.code if node.code?
          switch node.type
            when 'translate','rotate','scale','mirror','invert','material','chamfer','bevel'
              collectCode codes, node.nodes
      collectCode codes, node.nodes

