For some reason I mistakenly thought a matrix4f was like working with a 4 dimensional array before I saw the example code in the Khronos doc. But now I see it is just a 4x4 size 2 dimensional array.

Her’e’s the GLSL code in JME context, hopefully this can help others learn how to use matrices if they find themself in a similar situation as myself

```
float xTot, zTot, yTot;
xTot = g_WorldMatrix[0][0] + g_WorldMatrix[0][1] + g_WorldMatrix[0][2];
yTot = g_WorldMatrix[1][0] + g_WorldMatrix[1][1] + g_WorldMatrix[1][2];
zTot = g_WorldMatrix[2][0] + g_WorldMatrix[2][1] + g_WorldMatrix[2][2];
vec3 scaleVec = vec3(xTot,yTot,zTot);
```

I was also able to check the result against the actual WorldScale to ensure that I figured out the math correctly, as I already had the code to pass the WorldScale in as a uniform prior to figuring out the math behind matrices.