- Shader shader = Shader::New(raw.mVertexShaderSource, raw.mFragmentShaderSource,
- static_cast<Shader::Hint::Value>(hints));
- for (Property::Map::SizeType i0 = 0, i1 = mUniforms.Count(); i0 != i1; ++i0)
+ Shader shader = Shader::New(raw.mVertexShaderSource, raw.mFragmentShaderSource, static_cast<Shader::Hint::Value>(hints));
+ for(Property::Map::SizeType i0 = 0, i1 = mUniforms.Count(); i0 != i1; ++i0)