- shader.RegisterProperty(NUMBER_OF_BLEND_SHAPES, Property::Value(static_cast<int>(index)));
- shader.RegisterProperty(COMPONENT_SIZE, Property::Value(static_cast<int>(mesh.second.blendShapeBufferOffset)));
+ shader.RegisterProperty(NUMBER_OF_BLEND_SHAPES, Property::Value(static_cast<float>(index)));
+ shader.RegisterProperty(COMPONENT_SIZE, Property::Value(static_cast<float>(mesh.second.blendShapeBufferOffset)));