diff --git a/Vec-Transform.cabal b/Vec-Transform.cabal
--- a/Vec-Transform.cabal
+++ b/Vec-Transform.cabal
@@ -1,5 +1,5 @@
 name:                Vec-Transform
-version:             1.0.5
+version:             1.0.6
 cabal-version:       >= 1.8
 build-type:          Simple
 license:             BSD3
@@ -15,7 +15,7 @@
 library 
   build-depends:   
                    base >= 4 && <5,
-                   Vec == 0.9.8
+                   Vec == 0.9.9
   hs-source-dirs:  src
   ghc-options:     -Wall
   exposed-modules: Data.Vec.LinAlg.Transform3D
diff --git a/src/Data/Vec/LinAlg/Transform3D.hs b/src/Data/Vec/LinAlg/Transform3D.hs
--- a/src/Data/Vec/LinAlg/Transform3D.hs
+++ b/src/Data/Vec/LinAlg/Transform3D.hs
@@ -31,7 +31,7 @@
 import Data.Vec
 
 -- | A 4x4 translation matrix
-translation :: Num a => Vec3 a -> Mat44 a
+translation :: (Eq a, Show a, Num a) => Vec3 a -> Mat44 a
 translation = flip translate identity
 
 -- | A 4x4 rotation matrix for a rotation around the X axis
@@ -76,7 +76,7 @@
 
 -- | A 4x4 rotation matrix from the euler angles yaw pitch and roll. Could be useful in e.g.
 --   first person shooter games,
-rotationEuler :: Floating a
+rotationEuler :: (Eq a, Show a, Floating a)
               => Vec3 a -- rotation around x, y and z respectively
               -> Mat44 a
 rotationEuler (x:.y:.z:.()) = rotationZ z `multmm` rotationY y `multmm` rotationX x
@@ -92,7 +92,7 @@
                  0, 0, 0, 1]
 
 -- | A 4x4 rotation matrix for turning toward a point. Useful for targeting a camera to a specific point.
-rotationLookAt :: Floating a
+rotationLookAt :: (Eq a, Show a, Floating a)
                => Vec3 a -- ^ The up direction, not necessary unit length or perpendicular to the view vector
                -> Vec3 a -- ^ The viewers position
                -> Vec3 a -- ^ The point to look at
@@ -104,7 +104,7 @@
         up = forward `cross`left
 
 -- | A 4x4 scaling matrix
-scaling :: Num a => Vec3 a -> Mat44 a
+scaling :: (Eq a, Show a, Num a) => Vec3 a -> Mat44 a
 scaling = diagonal . homPoint
 
 -- | A perspective projection matrix for a right handed coordinate system looking down negative z. This will project far plane to @z = +1@ and near plane to @z = -1@, i.e. into a left handed system.
