public void Draw(float max)
        {
            Matrix4 transform = CanvasManager.ViewportTransform;

            GL.Enable(EnableCap.ScissorTest);

            transform = Matrix4.Scale(1, 2 / max, 1) * Matrix4.CreateTranslation(0, -1, 0) *
                        CanvasManager.ViewportTransform;
            GL.UniformMatrix4(_shaderProgram.UniformTransform, false, ref transform);
            GL.Uniform4(_shaderProgram.UniformColor, Color4.Gray);
            //GL.LineWidth(1f);

            GL.Disable(EnableCap.ScissorTest);

            //transform = Matrix4.CreateTranslation(0, pos.Y, 0) * Matrix4.Scale(1, scale.Y, 1) * CanvasManager.ViewportTransform;
            //GL.UniformMatrix4(_uniformTransform, false, ref transform);
            GL.LineWidth(2f);

            GL.Scissor(CanvasManager.TickSize, CanvasManager.BorderSize + CanvasManager.TickSize - 1, CanvasManager.ControlWidth - CanvasManager.TickSize,
                       CanvasManager.ControlHeight - 2 * (CanvasManager.BorderSize + CanvasManager.TickSize) + 2);
            GL.Enable(EnableCap.ScissorTest);

            YTicks.BeginDraw();
            YTicks.Draw(BeginMode.Lines);
            YTicks.EndDraw();

            GL.Disable(EnableCap.ScissorTest);
        }