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-rw-r--r--src/demos/dualDepthPeeling/shaders/dual_peeling_blend.fp17
-rw-r--r--src/demos/dualDepthPeeling/shaders/dual_peeling_blend.vp13
-rw-r--r--src/demos/dualDepthPeeling/shaders/dual_peeling_final.fp28
-rw-r--r--src/demos/dualDepthPeeling/shaders/dual_peeling_final.vp13
-rw-r--r--src/demos/dualDepthPeeling/shaders/dual_peeling_init.fp13
-rw-r--r--src/demos/dualDepthPeeling/shaders/dual_peeling_init.vp13
-rw-r--r--src/demos/dualDepthPeeling/shaders/dual_peeling_peel.fp67
-rw-r--r--src/demos/dualDepthPeeling/shaders/dual_peeling_peel.vp16
-rw-r--r--src/demos/dualDepthPeeling/shaders/front_peeling_blend.fp15
-rw-r--r--src/demos/dualDepthPeeling/shaders/front_peeling_blend.vp13
-rw-r--r--src/demos/dualDepthPeeling/shaders/front_peeling_final.fp17
-rw-r--r--src/demos/dualDepthPeeling/shaders/front_peeling_final.vp13
-rw-r--r--src/demos/dualDepthPeeling/shaders/front_peeling_init.fp16
-rw-r--r--src/demos/dualDepthPeeling/shaders/front_peeling_init.vp16
-rw-r--r--src/demos/dualDepthPeeling/shaders/front_peeling_peel.fp25
-rw-r--r--src/demos/dualDepthPeeling/shaders/front_peeling_peel.vp16
-rw-r--r--src/demos/dualDepthPeeling/shaders/shade.fp40
-rw-r--r--src/demos/dualDepthPeeling/shaders/shade.vp14
-rw-r--r--src/demos/dualDepthPeeling/shaders/wavg_final.fp29
-rw-r--r--src/demos/dualDepthPeeling/shaders/wavg_final.vp13
-rw-r--r--src/demos/dualDepthPeeling/shaders/wavg_init.fp19
-rw-r--r--src/demos/dualDepthPeeling/shaders/wavg_init.vp16
-rw-r--r--src/demos/dualDepthPeeling/shaders/wsum_final.fp18
-rw-r--r--src/demos/dualDepthPeeling/shaders/wsum_final.vp13
-rw-r--r--src/demos/dualDepthPeeling/shaders/wsum_init.fp16
-rw-r--r--src/demos/dualDepthPeeling/shaders/wsum_init.vp16
26 files changed, 0 insertions, 505 deletions
diff --git a/src/demos/dualDepthPeeling/shaders/dual_peeling_blend.fp b/src/demos/dualDepthPeeling/shaders/dual_peeling_blend.fp
deleted file mode 100644
index 3ba7cf9..0000000
--- a/src/demos/dualDepthPeeling/shaders/dual_peeling_blend.fp
+++ /dev/null
@@ -1,17 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Dual Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-uniform samplerRECT TempTex;
-
-void main(void)
-{
- gl_FragColor = textureRect(TempTex, gl_FragCoord.xy);
- // for occlusion query
- if (gl_FragColor.a == 0) discard;
-}
diff --git a/src/demos/dualDepthPeeling/shaders/dual_peeling_blend.vp b/src/demos/dualDepthPeeling/shaders/dual_peeling_blend.vp
deleted file mode 100644
index 1d0edfc..0000000
--- a/src/demos/dualDepthPeeling/shaders/dual_peeling_blend.vp
+++ /dev/null
@@ -1,13 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Dual Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-void main(void)
-{
- gl_Position = gl_ModelViewMatrix * gl_Vertex;
-}
diff --git a/src/demos/dualDepthPeeling/shaders/dual_peeling_final.fp b/src/demos/dualDepthPeeling/shaders/dual_peeling_final.fp
deleted file mode 100644
index ec57117..0000000
--- a/src/demos/dualDepthPeeling/shaders/dual_peeling_final.fp
+++ /dev/null
@@ -1,28 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Dual Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-uniform samplerRECT DepthBlenderTex;
-uniform samplerRECT FrontBlenderTex;
-uniform samplerRECT BackBlenderTex;
-
-void main(void)
-{
- vec4 frontColor = textureRect(FrontBlenderTex, gl_FragCoord.xy);
- vec3 backColor = textureRect(BackBlenderTex, gl_FragCoord.xy).rgb;
- float alphaMultiplier = 1.0 - frontColor.w;
-
- // front + back
- gl_FragColor.rgb = frontColor + backColor * alphaMultiplier;
-
- // front blender
- //gl_FragColor.rgb = frontColor + vec3(alphaMultiplier);
-
- // back blender
- //gl_FragColor.rgb = backColor;
-}
diff --git a/src/demos/dualDepthPeeling/shaders/dual_peeling_final.vp b/src/demos/dualDepthPeeling/shaders/dual_peeling_final.vp
deleted file mode 100644
index 1d0edfc..0000000
--- a/src/demos/dualDepthPeeling/shaders/dual_peeling_final.vp
+++ /dev/null
@@ -1,13 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Dual Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-void main(void)
-{
- gl_Position = gl_ModelViewMatrix * gl_Vertex;
-}
diff --git a/src/demos/dualDepthPeeling/shaders/dual_peeling_init.fp b/src/demos/dualDepthPeeling/shaders/dual_peeling_init.fp
deleted file mode 100644
index 1c6234a..0000000
--- a/src/demos/dualDepthPeeling/shaders/dual_peeling_init.fp
+++ /dev/null
@@ -1,13 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Dual Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-void main(void)
-{
- gl_FragColor.xy = vec2(-gl_FragCoord.z, gl_FragCoord.z);
-}
diff --git a/src/demos/dualDepthPeeling/shaders/dual_peeling_init.vp b/src/demos/dualDepthPeeling/shaders/dual_peeling_init.vp
deleted file mode 100644
index 583aad4..0000000
--- a/src/demos/dualDepthPeeling/shaders/dual_peeling_init.vp
+++ /dev/null
@@ -1,13 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Dual Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-void main(void)
-{
- gl_Position = ftransform();
-}
diff --git a/src/demos/dualDepthPeeling/shaders/dual_peeling_peel.fp b/src/demos/dualDepthPeeling/shaders/dual_peeling_peel.fp
deleted file mode 100644
index 2d61b89..0000000
--- a/src/demos/dualDepthPeeling/shaders/dual_peeling_peel.fp
+++ /dev/null
@@ -1,67 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Dual Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-#extension ARB_draw_buffers : require
-
-uniform samplerRECT DepthBlenderTex;
-uniform samplerRECT FrontBlenderTex;
-
-#define MAX_DEPTH 1.0
-
-vec4 ShadeFragment();
-
-void main(void)
-{
- // window-space depth interpolated linearly in screen space
- float fragDepth = gl_FragCoord.z;
-
- vec2 depthBlender = textureRect(DepthBlenderTex, gl_FragCoord.xy).xy;
- vec4 forwardTemp = textureRect(FrontBlenderTex, gl_FragCoord.xy);
-
- // Depths and 1.0-alphaMult always increase
- // so we can use pass-through by default with MAX blending
- gl_FragData[0].xy = depthBlender;
-
- // Front colors always increase (DST += SRC*ALPHA_MULT)
- // so we can use pass-through by default with MAX blending
- gl_FragData[1] = forwardTemp;
-
- // Because over blending makes color increase or decrease,
- // we cannot pass-through by default.
- // Each pass, only one fragment writes a color greater than 0
- gl_FragData[2] = vec4(0.0);
-
- float nearestDepth = -depthBlender.x;
- float farthestDepth = depthBlender.y;
- float alphaMultiplier = 1.0 - forwardTemp.w;
-
- if (fragDepth < nearestDepth || fragDepth > farthestDepth) {
- // Skip this depth in the peeling algorithm
- gl_FragData[0].xy = vec2(-MAX_DEPTH);
- return;
- }
-
- if (fragDepth > nearestDepth && fragDepth < farthestDepth) {
- // This fragment needs to be peeled again
- gl_FragData[0].xy = vec2(-fragDepth, fragDepth);
- return;
- }
-
- // If we made it here, this fragment is on the peeled layer from last pass
- // therefore, we need to shade it, and make sure it is not peeled any farther
- vec4 color = ShadeFragment();
- gl_FragData[0].xy = vec2(-MAX_DEPTH);
-
- if (fragDepth == nearestDepth) {
- gl_FragData[1].xyz += color.rgb * color.a * alphaMultiplier;
- gl_FragData[1].w = 1.0 - alphaMultiplier * (1.0 - color.a);
- } else {
- gl_FragData[2] += color;
- }
-}
diff --git a/src/demos/dualDepthPeeling/shaders/dual_peeling_peel.vp b/src/demos/dualDepthPeeling/shaders/dual_peeling_peel.vp
deleted file mode 100644
index b49aeff..0000000
--- a/src/demos/dualDepthPeeling/shaders/dual_peeling_peel.vp
+++ /dev/null
@@ -1,16 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Dual Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-vec3 ShadeVertex();
-
-void main(void)
-{
- gl_Position = ftransform();
- gl_TexCoord[0].xyz = ShadeVertex();
-}
diff --git a/src/demos/dualDepthPeeling/shaders/front_peeling_blend.fp b/src/demos/dualDepthPeeling/shaders/front_peeling_blend.fp
deleted file mode 100644
index 81385aa..0000000
--- a/src/demos/dualDepthPeeling/shaders/front_peeling_blend.fp
+++ /dev/null
@@ -1,15 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-uniform samplerRECT TempTex;
-
-void main(void)
-{
- gl_FragColor = textureRect(TempTex, gl_FragCoord.xy);
-}
diff --git a/src/demos/dualDepthPeeling/shaders/front_peeling_blend.vp b/src/demos/dualDepthPeeling/shaders/front_peeling_blend.vp
deleted file mode 100644
index 817857b..0000000
--- a/src/demos/dualDepthPeeling/shaders/front_peeling_blend.vp
+++ /dev/null
@@ -1,13 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-void main(void)
-{
- gl_Position = gl_ModelViewMatrix * gl_Vertex;
-}
diff --git a/src/demos/dualDepthPeeling/shaders/front_peeling_final.fp b/src/demos/dualDepthPeeling/shaders/front_peeling_final.fp
deleted file mode 100644
index dbc9a65..0000000
--- a/src/demos/dualDepthPeeling/shaders/front_peeling_final.fp
+++ /dev/null
@@ -1,17 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-uniform samplerRECT ColorTex;
-uniform vec3 BackgroundColor;
-
-void main(void)
-{
- vec4 frontColor = textureRect(ColorTex, gl_FragCoord.xy);
- gl_FragColor.rgb = frontColor + BackgroundColor * frontColor.a;
-}
diff --git a/src/demos/dualDepthPeeling/shaders/front_peeling_final.vp b/src/demos/dualDepthPeeling/shaders/front_peeling_final.vp
deleted file mode 100644
index 817857b..0000000
--- a/src/demos/dualDepthPeeling/shaders/front_peeling_final.vp
+++ /dev/null
@@ -1,13 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-void main(void)
-{
- gl_Position = gl_ModelViewMatrix * gl_Vertex;
-}
diff --git a/src/demos/dualDepthPeeling/shaders/front_peeling_init.fp b/src/demos/dualDepthPeeling/shaders/front_peeling_init.fp
deleted file mode 100644
index fdaaa79..0000000
--- a/src/demos/dualDepthPeeling/shaders/front_peeling_init.fp
+++ /dev/null
@@ -1,16 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-vec4 ShadeFragment();
-
-void main(void)
-{
- vec4 color = ShadeFragment();
- gl_FragColor = vec4(color.rgb * color.a, 1.0 - color.a);
-}
diff --git a/src/demos/dualDepthPeeling/shaders/front_peeling_init.vp b/src/demos/dualDepthPeeling/shaders/front_peeling_init.vp
deleted file mode 100644
index b005d0c..0000000
--- a/src/demos/dualDepthPeeling/shaders/front_peeling_init.vp
+++ /dev/null
@@ -1,16 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-vec3 ShadeVertex();
-
-void main(void)
-{
- gl_Position = ftransform();
- gl_TexCoord[0].xyz = ShadeVertex();
-}
diff --git a/src/demos/dualDepthPeeling/shaders/front_peeling_peel.fp b/src/demos/dualDepthPeeling/shaders/front_peeling_peel.fp
deleted file mode 100644
index 7f58b3e..0000000
--- a/src/demos/dualDepthPeeling/shaders/front_peeling_peel.fp
+++ /dev/null
@@ -1,25 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-uniform samplerRECT DepthTex;
-
-vec4 ShadeFragment();
-
-void main(void)
-{
- // Bit-exact comparison between FP32 z-buffer and fragment depth
- float frontDepth = textureRect(DepthTex, gl_FragCoord.xy).r;
- if (gl_FragCoord.z <= frontDepth) {
- discard;
- }
-
- // Shade all the fragments behind the z-buffer
- vec4 color = ShadeFragment();
- gl_FragColor = vec4(color.rgb * color.a, color.a);
-}
diff --git a/src/demos/dualDepthPeeling/shaders/front_peeling_peel.vp b/src/demos/dualDepthPeeling/shaders/front_peeling_peel.vp
deleted file mode 100644
index b005d0c..0000000
--- a/src/demos/dualDepthPeeling/shaders/front_peeling_peel.vp
+++ /dev/null
@@ -1,16 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Depth Peeling
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-vec3 ShadeVertex();
-
-void main(void)
-{
- gl_Position = ftransform();
- gl_TexCoord[0].xyz = ShadeVertex();
-}
diff --git a/src/demos/dualDepthPeeling/shaders/shade.fp b/src/demos/dualDepthPeeling/shaders/shade.fp
deleted file mode 100644
index 94f8dcc..0000000
--- a/src/demos/dualDepthPeeling/shaders/shade.fp
+++ /dev/null
@@ -1,40 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency Fragment Shader
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-uniform float Alpha;
-
-#define COLOR_FREQ 30.0
-#define ALPHA_FREQ 30.0
-
-#if 1
-vec4 ShadeFragment()
-{
- float xWorldPos = gl_TexCoord[0].x;
- float yWorldPos = gl_TexCoord[0].y;
- float diffuse = gl_TexCoord[0].z;
-
- vec4 color;
- float i = floor(xWorldPos * COLOR_FREQ);
- float j = floor(yWorldPos * ALPHA_FREQ);
- color.rgb = (fmod(i, 2.0) == 0) ? vec3(.4,.85,.0) : vec3(1.0);
- //color.a = (fmod(j, 2.0) == 0) ? Alpha : 0.2;
- color.a = Alpha;
-
- color.rgb *= diffuse;
- return color;
-}
-#else
-vec4 ShadeFragment()
-{
- vec4 color;
- color.rgb = vec3(.4,.85,.0);
- color.a = Alpha;
- return color;
-}
-#endif
diff --git a/src/demos/dualDepthPeeling/shaders/shade.vp b/src/demos/dualDepthPeeling/shaders/shade.vp
deleted file mode 100644
index 2f0a4ba..0000000
--- a/src/demos/dualDepthPeeling/shaders/shade.vp
+++ /dev/null
@@ -1,14 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency Vertex Shader
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-vec3 ShadeVertex()
-{
- float diffuse = abs(normalize(gl_NormalMatrix * gl_Normal).z);
- return vec3(gl_Vertex.xy, diffuse);
-}
diff --git a/src/demos/dualDepthPeeling/shaders/wavg_final.fp b/src/demos/dualDepthPeeling/shaders/wavg_final.fp
deleted file mode 100644
index 034491c..0000000
--- a/src/demos/dualDepthPeeling/shaders/wavg_final.fp
+++ /dev/null
@@ -1,29 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Average Color
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-uniform samplerRECT ColorTex0;
-uniform samplerRECT ColorTex1;
-uniform vec3 BackgroundColor;
-
-void main(void)
-{
- vec4 SumColor = textureRect(ColorTex0, gl_FragCoord.xy);
- float n = textureRect(ColorTex1, gl_FragCoord.xy).r;
-
- if (n == 0.0) {
- gl_FragColor.rgb = BackgroundColor;
- return;
- }
-
- vec3 AvgColor = SumColor.rgb / SumColor.a;
- float AvgAlpha = SumColor.a / n;
-
- float T = pow(1.0-AvgAlpha, n);
- gl_FragColor.rgb = AvgColor * (1 - T) + BackgroundColor * T;
-}
diff --git a/src/demos/dualDepthPeeling/shaders/wavg_final.vp b/src/demos/dualDepthPeeling/shaders/wavg_final.vp
deleted file mode 100644
index 5c07236..0000000
--- a/src/demos/dualDepthPeeling/shaders/wavg_final.vp
+++ /dev/null
@@ -1,13 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Average Color
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-void main(void)
-{
- gl_Position = gl_ModelViewMatrix * gl_Vertex;
-}
diff --git a/src/demos/dualDepthPeeling/shaders/wavg_init.fp b/src/demos/dualDepthPeeling/shaders/wavg_init.fp
deleted file mode 100644
index e50aeb0..0000000
--- a/src/demos/dualDepthPeeling/shaders/wavg_init.fp
+++ /dev/null
@@ -1,19 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Average Color
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-#extension ARB_draw_buffers : require
-
-vec4 ShadeFragment();
-
-void main(void)
-{
- vec4 color = ShadeFragment();
- gl_FragData[0] = vec4(color.rgb * color.a, color.a);
- gl_FragData[1] = vec4(1.0);
-}
diff --git a/src/demos/dualDepthPeeling/shaders/wavg_init.vp b/src/demos/dualDepthPeeling/shaders/wavg_init.vp
deleted file mode 100644
index 3d3d25a..0000000
--- a/src/demos/dualDepthPeeling/shaders/wavg_init.vp
+++ /dev/null
@@ -1,16 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Average Color
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-vec3 ShadeVertex();
-
-void main(void)
-{
- gl_Position = ftransform();
- gl_TexCoord[0].xyz = ShadeVertex();
-}
diff --git a/src/demos/dualDepthPeeling/shaders/wsum_final.fp b/src/demos/dualDepthPeeling/shaders/wsum_final.fp
deleted file mode 100644
index 76c0293..0000000
--- a/src/demos/dualDepthPeeling/shaders/wsum_final.fp
+++ /dev/null
@@ -1,18 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Weighted Sums
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-uniform samplerRECT ColorTex;
-uniform vec3 BackgroundColor;
-
-// Sum(A_i * C_i) + C_bg * (1 - Sum(A_i))
-void main(void)
-{
- vec4 S = textureRect(ColorTex, gl_FragCoord.xy);
- gl_FragColor.rgb = S.rgb + BackgroundColor * (1.0 - S.a);
-}
diff --git a/src/demos/dualDepthPeeling/shaders/wsum_final.vp b/src/demos/dualDepthPeeling/shaders/wsum_final.vp
deleted file mode 100644
index 8264811..0000000
--- a/src/demos/dualDepthPeeling/shaders/wsum_final.vp
+++ /dev/null
@@ -1,13 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Weighted Sums
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-void main(void)
-{
- gl_Position = gl_ModelViewMatrix * gl_Vertex;
-}
diff --git a/src/demos/dualDepthPeeling/shaders/wsum_init.fp b/src/demos/dualDepthPeeling/shaders/wsum_init.fp
deleted file mode 100644
index 5cccb14..0000000
--- a/src/demos/dualDepthPeeling/shaders/wsum_init.fp
+++ /dev/null
@@ -1,16 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Weighted Sums
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-vec4 ShadeFragment();
-
-void main(void)
-{
- vec4 color = ShadeFragment();
- gl_FragColor = vec4(color.rgb * color.a, color.a);
-}
diff --git a/src/demos/dualDepthPeeling/shaders/wsum_init.vp b/src/demos/dualDepthPeeling/shaders/wsum_init.vp
deleted file mode 100644
index 5445325..0000000
--- a/src/demos/dualDepthPeeling/shaders/wsum_init.vp
+++ /dev/null
@@ -1,16 +0,0 @@
-//--------------------------------------------------------------------------------------
-// Order Independent Transparency with Weighted Sums
-//
-// Author: Louis Bavoil
-//
-// Copyright (c) NVIDIA Corporation. All rights reserved.
-//--------------------------------------------------------------------------------------
-
-vec3 ShadeVertex();
-
-void main(void)
-{
- gl_Position = ftransform();
- gl_TexCoord[0].xyz = ShadeVertex();
-}