Source:
<code>public void initShaders() { defaultShaderProgram = prepareAndStoreShaderProgramInstance("default", new ShaderParametersDefault()); defaultTexturedShaderProgram = prepareAndStoreShaderProgramInstance("defaultTextured", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("post", new ShaderParametersPost()); prepareAndStoreShaderProgramInstance("ssao", new ShaderParametersSSAO()); prepareAndStoreShaderProgramInstance("lightShafts", new ShaderParametersLightShafts()); prepareAndStoreShaderProgramInstance("sobel", new ShaderParametersSobel()); prepareAndStoreShaderProgramInstance("initialPost", new ShaderParametersInitialPost()); prepareAndStoreShaderProgramInstance("prePostComposite", new ShaderParametersPrePostComposite()); prepareAndStoreShaderProgramInstance("highPass", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("blur", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("downSampler", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("toneMapping", new ShaderParametersToneMapping()); prepareAndStoreShaderProgramInstance("sky", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("chunk", new ShaderParametersChunk()); prepareAndStoreShaderProgramInstance("particle", new ShaderParametersParticle()); prepareAndStoreShaderProgramInstance("shadowMap", new ShaderParametersShadowMap()); <START> prepareAndStoreShaderProgramInstance("debug", new ShaderParametersDebug()); <END> prepareAndStoreShaderProgramInstance("ocDistortion", new ShaderParametersOcDistortion()); prepareAndStoreShaderProgramInstance("lightBufferPass", new ShaderParametersLightBufferPass()); prepareAndStoreShaderProgramInstance("lightGeometryPass", new ShaderParametersLightGeometryPass()); prepareAndStoreShaderProgramInstance("simple", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("ssaoBlur", new ShaderParametersDefault()); }</code><technical_language>So, block shader program completely unused? remove vertex/fragment shader too, resources</technical_language>

Target:
public void initShaders() { defaultShaderProgram = prepareAndStoreShaderProgramInstance("default", new ShaderParametersEmpty()); defaultTexturedShaderProgram = prepareAndStoreShaderProgramInstance("defaultTextured", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("post", new ShaderParametersPost()); prepareAndStoreShaderProgramInstance("ssao", new ShaderParametersSSAO()); prepareAndStoreShaderProgramInstance("lightShafts", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("sobel", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("initialPost", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("prePostComposite", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("highPass", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("blur", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("downSampler", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("toneMapping", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("sky", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("chunk", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("particle", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("shadowMap", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("debug", new ShaderParametersDebug()); prepareAndStoreShaderProgramInstance("lightBufferPass", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("lightGeometryPass", new ShaderParametersEmpty()); prepareAndStoreShaderProgramInstance("ssaoBlur", new ShaderParametersEmpty()); }