diff --git a/Vec-Transform.cabal b/Vec-Transform.cabal
--- a/Vec-Transform.cabal
+++ b/Vec-Transform.cabal
@@ -1,22 +1,15 @@
 name:                Vec-Transform
-version:             1.0.6
+version:             1.1
 cabal-version:       >= 1.8
 build-type:          Simple
 license:             BSD3
 license-file:        ""
 copyright:           Tobias Bexelius
 maintainer:          Tobias Bexelius
-synopsis:            Extends the Vec package with some 4x4 transform matrices
-description:         This package adds some 4x4 transform matrices to the Vec package, that is useful in graphics applications, such as those written with the GPipe package.
-             Specifically, it adds translation, scaling, rotation, perspective projection and orthogonal projection matrices.
+synopsis:            This package is obsolete
+description:         This package is now obsolete since all functions have moved to the Vec package, see <http://hackage.haskell.org/package/Vec>.
 category:            Math, Graphics
 author:              Tobias Bexelius
 homepage:            https://github.com/tobbebex/Vec-Transform
 library 
-  build-depends:   
-                   base >= 4 && <5,
-                   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
deleted file mode 100644
--- a/src/Data/Vec/LinAlg/Transform3D.hs
+++ /dev/null
@@ -1,136 +0,0 @@
------------------------------------------------------------------------------
---
--- Module      :  Data.Vec.LinAlg.Transform3D
--- Copyright   :  Tobias Bexelius
--- License     :  BSD3
---
--- Maintainer  :  Tobias Bexelius
--- Stability   :
--- Portability :
---
--- |
--- Some 4x4 transformation matrices, using a right handed coordinate system.
--- These matrices are used by multiplying vectors from the right.
---
--- The projection matrices will produce vectors in a left handed coordinate system, i.e. where z goes into the screen.
------------------------------------------------------------------------------
-
-module Data.Vec.LinAlg.Transform3D (
-    translation,
-    rotationX,
-    rotationY,
-    rotationZ,
-    rotationVec,
-    rotationEuler,
-    rotationQuat,
-    rotationLookAt,
-    scaling,
-    perspective,
-    orthogonal,
-) where
-import Data.Vec
-
--- | A 4x4 translation matrix
-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
-rotationX :: Floating a
-          => a -- ^ The angle in radians
-          -> Mat44 a
-rotationX a  = matFromList [1, 0, 0, 0,
-                            0, cos a, -sin a, 0,
-                            0, sin a, cos a, 0,
-                            0, 0, 0, 1]
-
--- | A 4x4 rotation matrix for a rotation around the Y axis
-rotationY :: Floating a
-          => a -- ^ The angle in radians
-          -> Mat44 a
-rotationY a  = matFromList [cos a, 0, sin a, 0,
-                            0, 1, 0, 0,
-                            -sin a, 0, cos a, 0,
-                            0, 0, 0, 1]
-
--- | A 4x4 rotation matrix for a rotation around the Z axis
-rotationZ :: Floating a
-          => a -- ^ The angle in radians
-          -> Mat44 a
-rotationZ a  = matFromList [cos a, -sin a, 0, 0,
-                            sin a, cos a, 0, 0,
-                            0, 0, 1, 0,
-                            0, 0, 0, 1]
-
--- | A 4x4 rotation matrix for a rotation around an arbitrary normalized vector
-rotationVec :: Floating a
-            => Vec3 a  -- ^ The normalized vector around which the rotation goes
-            -> a  -- ^ The angle in radians
-            -> Mat44 a
-rotationVec (x:.y:.z:.()) a =
-    matFromList [x^2+(1-x^2)*c, x*y*(1-c)-z*s, x*z*(1-c)+y*s, 0,
-                 x*y*(1-c)+z*s, y^2+(1-y^2)*c, y*z*(1-c)-x*s, 0,
-                 x*z*(1-c)-y*s, y*z*(1-c)+x*s, z^2+(1-z^2)*c, 0,
-                 0, 0, 0, 1]
-    where c = cos a
-          s = sin a
-
--- | A 4x4 rotation matrix from the euler angles yaw pitch and roll. Could be useful in e.g.
---   first person shooter games,
-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
-
--- | A 4x4 rotation matrix from a normalized quaternion. Useful for most free flying rotations, such as airplanes.
-rotationQuat :: Num a
-             => Vec4 a -- ^ The quaternion with the real part (w) last
-             ->  Mat44 a
-rotationQuat (x:.y:.z:.w:.()) =
-    matFromList [1-2*y^2-2*z^2, 2*(x*y-z*w), 2*(x*z+y*w), 0,
-                 2*(x*y+z*w), 1-2*x^2-2*z^2, 2*(y*z-x*w), 0,
-                 2*(x*z-y*w), 2*(x*w+y*z), 1-2*x^2-2*y^2, 0,
-                 0, 0, 0, 1]
-
--- | A 4x4 rotation matrix for turning toward a point. Useful for targeting a camera to a specific point.
-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
-               -> Mat44 a
-rotationLookAt up' pos target = transpose $ homVec left :. homVec up :. homVec forward :. homPoint 0 :. ()
-    where
-        forward = normalize $ pos - target
-        left = normalize $ up' `cross` forward
-        up = forward `cross`left
-
--- | A 4x4 scaling matrix
-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.
-perspective :: Floating a
-            => a -- ^ Near plane clipping distance (always positive)
-            -> a -- ^ Far plane clipping distance (always positive)
-            -> a -- ^ Field of view of the y axis, in radians
-            -> a -- ^ Aspect ratio, i.e. screen's width\/height
-            -> Mat44 a
-perspective n f fovy aspect = matFromList [2*n/(r-l), 0, -(r+l)/(r-l), 0,
-                                           0, 2*n/(t-b), (t+b)/(t-b), 0,
-                                           0, 0, -(f+n)/(f-n), -2*f*n/(f-n),
-                                           0,0,-1,0]
-    where
-        t = n*tan(fovy/2)
-        b = -t
-        r = aspect*t
-        l = -r
-
--- | An orthogonal 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.
-orthogonal :: Fractional a
-           => a -- ^ Near plane clipping distance
-           -> a -- ^ Far plane clipping distance
-           -> Vec2 a -- ^ The size of the view (center aligned around origo)
-           -> Mat44 a
-orthogonal n f (w:.h:.()) = matFromList [2/w, 0, 0, 0,
-                                         0, 2/h, 0, 0,
-                                         0, 0, 2/(f-n), -(f+n)/(f-n),
-                                         0, 0, 0, 1]
