for( int i=0; i<numberOfActiveUniforms; ++i )
{
mGlAbstraction.GetActiveUniform( mProgramId, static_cast< GLuint >( i ), uniformMaxNameLength,
for( int i=0; i<numberOfActiveUniforms; ++i )
{
mGlAbstraction.GetActiveUniform( mProgramId, static_cast< GLuint >( i ), uniformMaxNameLength,