More VS fixes
Former-commit-id: 356effb816b9527ff9e89ee3b99074c468455b08
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@@ -241,8 +241,8 @@ const NzDeferredGeometryPass::ShaderUniforms* NzDeferredGeometryPass::GetShaderU
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if (it == m_shaderUniforms.end())
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{
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ShaderUniforms uniforms;
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uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, OnShaderInvalidated);
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uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, OnShaderInvalidated);
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uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &NzDeferredGeometryPass::OnShaderInvalidated);
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uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &NzDeferredGeometryPass::OnShaderInvalidated);
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uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
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uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
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