Currently, the GeometricZoom attribute, like all Sprite attributes, defaults to zero. To make this work, the formula used in the shader is this:
currentSizeWorld * exp(log(scale) * (1. - currentGeometricZoom))
Instead, the formula should match Benjamin Schmidt's original implementation:
currentSizeWorld * exp(log(scale) * currentGeometricZoom)
To do this, the GeometricZoom attribute needs to default to a value of 1, rather than 0. See #81