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

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


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