diff --git a/projects/rtx/resources/shaders/shader.frag b/projects/rtx/resources/shaders/shader.frag
deleted file mode 100644
index b5494bea7d6497e2e3dcd8559606864a71adb74e..0000000000000000000000000000000000000000
--- a/projects/rtx/resources/shaders/shader.frag
+++ /dev/null
@@ -1,15 +0,0 @@
-#version 450
-#extension GL_ARB_separate_shader_objects : enable
-
-layout(location = 0) in vec3 passNormal;
-layout(location = 1) in vec2 passUV;
-
-layout(location = 0) out vec3 outColor;
-
-layout(set=0, binding=0) uniform texture2D  meshTexture;
-layout(set=0, binding=1) uniform sampler    textureSampler;
-
-void main()	{
-	outColor = texture(sampler2D(meshTexture, textureSampler), passUV).rgb;
-    //outColor = passNormal * 0.5 + 0.5;
-}
\ No newline at end of file
diff --git a/projects/rtx/resources/shaders/shader.vert b/projects/rtx/resources/shaders/shader.vert
deleted file mode 100644
index 76855152253b48b7400f016d063ed4f0e507435e..0000000000000000000000000000000000000000
--- a/projects/rtx/resources/shaders/shader.vert
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 450
-#extension GL_ARB_separate_shader_objects : enable
-
-layout(location = 0) in vec3 inPosition;
-layout(location = 1) in vec3 inNormal;
-layout(location = 2) in vec2 inUV;
-
-layout(location = 0) out vec3 passNormal;
-layout(location = 1) out vec2 passUV;
-
-layout( push_constant ) uniform constants{
-    mat4 mvp;
-};
-
-void main()	{
-	gl_Position = mvp * vec4(inPosition, 1.0);
-	passNormal  = inNormal;
-    passUV      = inUV;
-}
\ No newline at end of file