}
}
-ShaderDataPtr ShaderFactory::Load( const std::string& vertexSource, const std::string& fragmentSource, const Dali::Shader::ShaderHints hints, size_t& shaderHash )
+ShaderDataPtr ShaderFactory::Load( const std::string& vertexSource, const std::string& fragmentSource, const Dali::Shader::Hint::Value hints, size_t& shaderHash )
{
// Work out the filename for the binary that the glsl source will be compiled and linked to:
shaderHash = CalculateHash( vertexSource.c_str(), fragmentSource.c_str() );