-const char* const SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME = "uLightCameraViewMatrix";
-const char* const SHADER_SHADOW_COLOR_PROPERTY_NAME = "uShadowColor";
-const char* const BLUR_STRENGTH_PROPERTY_NAME = "BlurStrengthProperty";
-const char* const SHADOW_COLOR_PROPERTY_NAME = "ShadowColorProperty";
-
-const char* const RENDER_SHADOW_VERTEX_SOURCE =
- " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
- " uniform mediump mat4 uLightCameraViewMatrix;\n"
- "\n"
- "void main()\n"
- "{\n"
- " gl_Position = uProjection * uModelView * vec4(aPosition,1.0);\n"
- " vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix * vec4(aPosition,1.0);\n"
- " vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
- "}\n";
-
-const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
- "uniform lowp vec4 uShadowColor;\n"
- "void main()\n"
- "{\n"
- " lowp float alpha;\n"
- " alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n"
- " gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n"
- "}\n";
+const char* const SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME = "uLightCameraViewMatrix";
+const char* const SHADER_SHADOW_COLOR_PROPERTY_NAME = "uShadowColor";
+const char* const BLUR_STRENGTH_PROPERTY_NAME = "BlurStrengthProperty";
+const char* const SHADOW_COLOR_PROPERTY_NAME = "ShadowColorProperty";