mesh_shader.uniformLocation("view_matrix"),
1, GL_FALSE, view_matrix().data());
+ // Compensate for z-flattening when zooming
+ glUniform1f(mesh_shader.uniformLocation("zoom"), 1/zoom);
+
// Find and enable the attribute location for vertex position
const GLuint vp = mesh_shader.attributeLocation("vertex_position");
glEnableVertexAttribArray(vp);