diff --git a/.vscode/settings.json b/.vscode/settings.json
index bc601fbda..6c6ac02a6 100644
--- a/.vscode/settings.json
+++ b/.vscode/settings.json
@@ -37,7 +37,6 @@
"Effects/FlxTween/source",
"Effects/MosaicEffect/source",
"Effects/Parallax/source",
- "Effects/PostProcess/source",
"Effects/Transitions/source",
"Features/CollisionAndGrouping/source",
"Features/Colors/source",
diff --git a/Editors/TexturePackerAtlas/source/MenuState.hx b/Editors/TexturePackerAtlas/source/MenuState.hx
index bf2e0e266..6b373a32b 100644
--- a/Editors/TexturePackerAtlas/source/MenuState.hx
+++ b/Editors/TexturePackerAtlas/source/MenuState.hx
@@ -123,8 +123,5 @@ class MenuState extends FlxState
x11.animation.addByPrefix("spin", "", 3);
x11.animation.play("spin");
add(x11);
-
- // Remove atlas bitmaps from memory (useful for targets with hardware acceleration: cpp only atm).
- FlxG.bitmap.dumpCache();
}
}
diff --git a/Effects/PostProcess/PostProcess.hxproj b/Effects/PostProcess/PostProcess.hxproj
deleted file mode 100644
index d864fb9a8..000000000
--- a/Effects/PostProcess/PostProcess.hxproj
+++ /dev/null
@@ -1,75 +0,0 @@
-
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- "$(CompilerPath)/haxelib" run lime build "$(OutputFile)" $(TargetBuild) -$(BuildConfig) -Dfdb
-
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-
\ No newline at end of file
diff --git a/Effects/PostProcess/Project.xml b/Effects/PostProcess/Project.xml
deleted file mode 100644
index f965e2824..000000000
--- a/Effects/PostProcess/Project.xml
+++ /dev/null
@@ -1,85 +0,0 @@
-
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diff --git a/Effects/PostProcess/assets/images/logo.png b/Effects/PostProcess/assets/images/logo.png
deleted file mode 100644
index e939189a2..000000000
Binary files a/Effects/PostProcess/assets/images/logo.png and /dev/null differ
diff --git a/Effects/PostProcess/assets/shaders/blur.frag b/Effects/PostProcess/assets/shaders/blur.frag
deleted file mode 100644
index d13dc3ebb..000000000
--- a/Effects/PostProcess/assets/shaders/blur.frag
+++ /dev/null
@@ -1,47 +0,0 @@
-//"in" attributes from our vertex shader
-varying vec2 vTexCoord;
-
-//declare uniforms
-uniform sampler2D uImage0;
-uniform vec2 uResolution;
-
-uniform float radius;
-uniform float dirx;
-uniform float diry;
-
-void main()
-{
- //this will be our RGBA sum
- vec4 sum = vec4(0.0);
-
- //our original texcoord for this fragment
- vec2 tc = vTexCoord;
-
- //the amount to blur, i.e. how far off center to sample from
- //1.0 -> blur by one pixel
- //2.0 -> blur by two pixels, etc.
- float blur = radius / uResolution.x;
-
- //the direction of our blur
- //(1.0, 0.0) -> x-axis blur
- //(0.0, 1.0) -> y-axis blur
- float hstep = dirx;
- float vstep = diry;
-
- //apply blurring, using a 9-tap filter with predefined gaussian weights
-
- sum += texture2D(uImage0, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0162162162;
- sum += texture2D(uImage0, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0540540541;
- sum += texture2D(uImage0, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.1216216216;
- sum += texture2D(uImage0, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.1945945946;
-
- sum += texture2D(uImage0, vec2(tc.x, tc.y)) * 0.2270270270;
-
- sum += texture2D(uImage0, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.1945945946;
- sum += texture2D(uImage0, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.1216216216;
- sum += texture2D(uImage0, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
- sum += texture2D(uImage0, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
-
- //discard alpha for our simple demo, multiply by vertex color and return
- gl_FragColor = vec4(sum.rgb, 1.0);
-}
diff --git a/Effects/PostProcess/assets/shaders/deuteranopia.frag b/Effects/PostProcess/assets/shaders/deuteranopia.frag
deleted file mode 100644
index 3497e796e..000000000
--- a/Effects/PostProcess/assets/shaders/deuteranopia.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-//
-// Deuteranopia color blindness simulation
-// Simple passthrough fragment shader
-//
-uniform sampler2D uImage0;
-varying vec2 vTexCoord;
-
-const mat4 mDeuteranopia = mat4( 0.43 , 0.72 , -0.15 , 0.0 ,
- 0.34 , 0.57 , 0.09 , 0.0 ,
- -0.02 , 0.03 , 1.00 , 0.0 ,
- 0.0 , 0.0 , 0.0 , 1.0 );
-
-void main()
-{
- gl_FragColor = mDeuteranopia * texture2D(uImage0, vTexCoord);
-}
diff --git a/Effects/PostProcess/assets/shaders/grain.frag b/Effects/PostProcess/assets/shaders/grain.frag
deleted file mode 100644
index 5f0163195..000000000
--- a/Effects/PostProcess/assets/shaders/grain.frag
+++ /dev/null
@@ -1,141 +0,0 @@
-/*
-Film Grain post-process shader v1.1
-Martins Upitis (martinsh) devlog-martinsh.blogspot.com
-2013
-
---------------------------
-This work is licensed under a Creative Commons Attribution 3.0 Unported License.
-So you are free to share, modify and adapt it for your needs, and even use it for commercial use.
-I would also love to hear about a project you are using it.
-
-Have fun,
-Martins
---------------------------
-
-Perlin noise shader by toneburst:
-http://machinesdontcare.wordpress.com/2009/06/25/3d-perlin-noise-sphere-vertex-shader-sourcecode/
-*/
-
-uniform sampler2D uImage0; //rendered scene sampler
-uniform vec2 uResolution; //scene sampler resolution
-uniform float uTime;
-
-varying vec2 vTexCoord;
-
-const float permTexUnit = 1.0/256.0; // Perm texture texel-size
-const float permTexUnitHalf = 0.5/256.0; // Half perm texture texel-size
-
-float width = uResolution.x;
-float height = uResolution.y;
-
-const float grainamount = 0.05; //grain amount
-bool colored = false; //colored noise?
-float coloramount = 0.6;
-float grainsize = 1.6; //grain particle size (1.5 - 2.5)
-float lumamount = 1.0; //
-
-//a random texture generator, but you can also use a pre-computed perturbation texture
-vec4 rnm(in vec2 tc)
-{
- float noise = sin(dot(tc + vec2(uTime,uTime),vec2(12.9898,78.233))) * 43758.5453;
-
- float noiseR = fract(noise)*2.0-1.0;
- float noiseG = fract(noise*1.2154)*2.0-1.0;
- float noiseB = fract(noise*1.3453)*2.0-1.0;
- float noiseA = fract(noise*1.3647)*2.0-1.0;
-
- return vec4(noiseR,noiseG,noiseB,noiseA);
-}
-
-float fade(in float t) {
- return t*t*t*(t*(t*6.0-15.0)+10.0);
-}
-
-float pnoise3D(in vec3 p)
-{
- vec3 pi = permTexUnit*floor(p)+permTexUnitHalf; // Integer part, scaled so +1 moves permTexUnit texel
- // and offset 1/2 texel to sample texel centers
- vec3 pf = fract(p); // Fractional part for interpolation
-
- // Noise contributions from (x=0, y=0), z=0 and z=1
- float perm00 = rnm(pi.xy).a ;
- vec3 grad000 = rnm(vec2(perm00, pi.z)).rgb * 4.0 - 1.0;
- float n000 = dot(grad000, pf);
- vec3 grad001 = rnm(vec2(perm00, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
- float n001 = dot(grad001, pf - vec3(0.0, 0.0, 1.0));
-
- // Noise contributions from (x=0, y=1), z=0 and z=1
- float perm01 = rnm(pi.xy + vec2(0.0, permTexUnit)).a ;
- vec3 grad010 = rnm(vec2(perm01, pi.z)).rgb * 4.0 - 1.0;
- float n010 = dot(grad010, pf - vec3(0.0, 1.0, 0.0));
- vec3 grad011 = rnm(vec2(perm01, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
- float n011 = dot(grad011, pf - vec3(0.0, 1.0, 1.0));
-
- // Noise contributions from (x=1, y=0), z=0 and z=1
- float perm10 = rnm(pi.xy + vec2(permTexUnit, 0.0)).a ;
- vec3 grad100 = rnm(vec2(perm10, pi.z)).rgb * 4.0 - 1.0;
- float n100 = dot(grad100, pf - vec3(1.0, 0.0, 0.0));
- vec3 grad101 = rnm(vec2(perm10, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
- float n101 = dot(grad101, pf - vec3(1.0, 0.0, 1.0));
-
- // Noise contributions from (x=1, y=1), z=0 and z=1
- float perm11 = rnm(pi.xy + vec2(permTexUnit, permTexUnit)).a ;
- vec3 grad110 = rnm(vec2(perm11, pi.z)).rgb * 4.0 - 1.0;
- float n110 = dot(grad110, pf - vec3(1.0, 1.0, 0.0));
- vec3 grad111 = rnm(vec2(perm11, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
- float n111 = dot(grad111, pf - vec3(1.0, 1.0, 1.0));
-
- // Blend contributions along x
- vec4 n_x = mix(vec4(n000, n001, n010, n011), vec4(n100, n101, n110, n111), fade(pf.x));
-
- // Blend contributions along y
- vec2 n_xy = mix(n_x.xy, n_x.zw, fade(pf.y));
-
- // Blend contributions along z
- float n_xyz = mix(n_xy.x, n_xy.y, fade(pf.z));
-
- // We're done, return the final noise value.
- return n_xyz;
-}
-
-//2d coordinate orientation thing
-vec2 coordRot(in vec2 tc, in float angle)
-{
- float aspect = width/height;
- float rotX = ((tc.x*2.0-1.0)*aspect*cos(angle)) - ((tc.y*2.0-1.0)*sin(angle));
- float rotY = ((tc.y*2.0-1.0)*cos(angle)) + ((tc.x*2.0-1.0)*aspect*sin(angle));
- rotX = ((rotX/aspect)*0.5+0.5);
- rotY = rotY*0.5+0.5;
- return vec2(rotX,rotY);
-}
-
-void main()
-{
- vec2 texCoord = vTexCoord.st;
-
- vec3 rotOffset = vec3(1.425,3.892,5.835); //rotation offset values
- vec2 rotCoordsR = coordRot(texCoord, uTime + rotOffset.x);
- vec3 noise = vec3(pnoise3D(vec3(rotCoordsR*vec2(width/grainsize,height/grainsize),0.0)));
-
- if (colored)
- {
- vec2 rotCoordsG = coordRot(texCoord, uTime + rotOffset.y);
- vec2 rotCoordsB = coordRot(texCoord, uTime + rotOffset.z);
- noise.g = mix(noise.r,pnoise3D(vec3(rotCoordsG*vec2(width/grainsize,height/grainsize),1.0)),coloramount);
- noise.b = mix(noise.r,pnoise3D(vec3(rotCoordsB*vec2(width/grainsize,height/grainsize),2.0)),coloramount);
- }
-
- vec3 col = texture2D(uImage0, texCoord).rgb;
-
- //noisiness response curve based on scene luminance
- vec3 lumcoeff = vec3(0.299,0.587,0.114);
- float luminance = mix(0.0,dot(col, lumcoeff),lumamount);
- float lum = smoothstep(0.2,0.0,luminance);
- lum += luminance;
-
-
- noise = mix(noise,vec3(0.0),pow(lum,4.0));
- col = col+noise*grainamount;
-
- gl_FragColor = vec4(col,1.0);
-}
diff --git a/Effects/PostProcess/assets/shaders/grayscale.frag b/Effects/PostProcess/assets/shaders/grayscale.frag
deleted file mode 100644
index d8dffa86b..000000000
--- a/Effects/PostProcess/assets/shaders/grayscale.frag
+++ /dev/null
@@ -1,13 +0,0 @@
-#ifdef GL_ES
- precision mediump float;
-#endif
-
-varying vec2 vTexCoord;
-uniform sampler2D uImage0;
-
-void main(void)
-{
- vec4 color = texture2D(uImage0, vTexCoord);
- float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
- gl_FragColor = vec4(gray, gray, gray, 1.0);
-}
diff --git a/Effects/PostProcess/assets/shaders/hq2x.frag b/Effects/PostProcess/assets/shaders/hq2x.frag
deleted file mode 100644
index 9f4854dd7..000000000
--- a/Effects/PostProcess/assets/shaders/hq2x.frag
+++ /dev/null
@@ -1,25 +0,0 @@
-uniform sampler2D uImage0;
-uniform vec2 uResolution;
-
-varying vec2 vTexCoord;
-
-void main()
-{
- float x = 1.0 / uResolution.x;
- float y = 1.0 / uResolution.y;
-
- vec4 color1 = texture2D(uImage0, vTexCoord.st + vec2(-x, -y));
- vec4 color2 = texture2D(uImage0, vTexCoord.st + vec2(0.0, -y));
- vec4 color3 = texture2D(uImage0, vTexCoord.st + vec2(x, -y));
-
- vec4 color4 = texture2D(uImage0, vTexCoord.st + vec2(-x, 0.0));
- vec4 color5 = texture2D(uImage0, vTexCoord.st + vec2(0.0, 0.0));
- vec4 color6 = texture2D(uImage0, vTexCoord.st + vec2(x, 0.0));
-
- vec4 color7 = texture2D(uImage0, vTexCoord.st + vec2(-x, y));
- vec4 color8 = texture2D(uImage0, vTexCoord.st + vec2(0.0, y));
- vec4 color9 = texture2D(uImage0, vTexCoord.st + vec2(x, y));
- vec4 avg = color1 + color2 + color3 + color4 + color5 + color6 + color7 + color8 + color9;
-
- gl_FragColor = avg / 9.0;
-}
diff --git a/Effects/PostProcess/assets/shaders/invert.frag b/Effects/PostProcess/assets/shaders/invert.frag
deleted file mode 100644
index 027fcec4b..000000000
--- a/Effects/PostProcess/assets/shaders/invert.frag
+++ /dev/null
@@ -1,12 +0,0 @@
-#ifdef GL_ES
- precision mediump float;
-#endif
-
-varying vec2 vTexCoord;
-uniform sampler2D uImage0;
-
-void main(void)
-{
- vec4 color = texture2D(uImage0, vTexCoord);
- gl_FragColor = vec4(vec3(1.0, 1.0, 1.0) - color.rgb, color.a);
-}
diff --git a/Effects/PostProcess/assets/shaders/protanopia.frag b/Effects/PostProcess/assets/shaders/protanopia.frag
deleted file mode 100644
index 709ffe4f9..000000000
--- a/Effects/PostProcess/assets/shaders/protanopia.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-//
-// Protanopia color blindness simulation
-// Simple passthrough fragment shader
-//
-uniform sampler2D uImage0;
-varying vec2 vTexCoord;
-
-const mat4 mProtanopia = mat4( 0.20 , 0.99 , -0.19 , 0.0 ,
- 0.16 , 0.79 , 0.04 , 0.0 ,
- 0.01 , -0.01 , 1.00 , 0.0 ,
- 0.0 , 0.0 , 0.0 , 1.0 );
-
-void main()
-{
- gl_FragColor = mProtanopia * texture2D(uImage0, vTexCoord);
-}
diff --git a/Effects/PostProcess/assets/shaders/scanline.frag b/Effects/PostProcess/assets/shaders/scanline.frag
deleted file mode 100644
index dbb52cfcf..000000000
--- a/Effects/PostProcess/assets/shaders/scanline.frag
+++ /dev/null
@@ -1,17 +0,0 @@
-#ifdef GL_ES
- precision mediump float;
-#endif
-
-varying vec2 vTexCoord;
-uniform vec2 uResolution;
-uniform sampler2D uImage0;
-
-const float scale = 1.0;
-
-void main()
-{
- if (mod(floor(vTexCoord.y * uResolution.y / scale), 2.0) == 0.0)
- gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
- else
- gl_FragColor = texture2D(uImage0, vTexCoord);
-}
diff --git a/Effects/PostProcess/assets/shaders/tiltshift.frag b/Effects/PostProcess/assets/shaders/tiltshift.frag
deleted file mode 100644
index 350640b0c..000000000
--- a/Effects/PostProcess/assets/shaders/tiltshift.frag
+++ /dev/null
@@ -1,82 +0,0 @@
-// Modified version of a tilt shift shader from Martin Jonasson (http://grapefrukt.com/)
-// Read http://notes.underscorediscovery.com/ for context on shaders and this file
-// License : MIT
-
-uniform sampler2D uImage0;
-varying vec2 vTexCoord;
-
- /*
- Take note that blurring in a single pass (the two for loops below) is more expensive than separating
- the x and the y blur into different passes. This was used where bleeding edge performance
- was not crucial and is to illustrate a point.
-
- The reason two passes is cheaper?
- texture2D is a fairly high cost call, sampling a texture.
-
- So, in a single pass, like below, there are 3 steps, per x and y.
-
- That means a total of 9 "taps", it touches the texture to sample 9 times.
-
- Now imagine we apply this to some geometry, that is equal to 16 pixels on screen (tiny)
- (16 * 16) * 9 = 2304 samples taken, for width * height number of pixels, * 9 taps
- Now, if you split them up, it becomes 3 for x, and 3 for y, a total of 6 taps
- (16 * 16) * 6 = 1536 samples
-
- That's on a *tiny* sprite, let's scale that up to 128x128 sprite...
- (128 * 128) * 9 = 147,456
- (128 * 128) * 6 = 98,304
-
- That's 33.33..% cheaper for splitting them up.
- That's with 3 steps, with higher steps (more taps per pass...)
-
- A really smooth, 6 steps, 6*6 = 36 taps for one pass, 12 taps for two pass
- You will notice, the curve is not linear, at 12 steps it's 144 vs 24 taps
- It becomes orders of magnitude slower to do single pass!
- Therefore, you split them up into two passes, one for x, one for y.
- */
-
- //I am hardcoding the constants like a jerk
-
-const float bluramount = 1.0;
-const float center = 1.0;
-const float stepSize = 0.004;
-const float steps = 3.0;
-
-const float minOffs = (float(steps-1.0)) / -2.0;
-const float maxOffs = (float(steps-1.0)) / +2.0;
-
-void main() {
-
- float amount;
- vec4 blurred;
-
- //Work out how much to blur based on the mid point
- amount = pow((vTexCoord.y * center) * 2.0 - 1.0, 2.0) * bluramount;
-
- //This is the accumulation of color from the surrounding pixels in the texture
- blurred = vec4(0.0, 0.0, 0.0, 1.0);
-
- //From minimum offset to maximum offset
- for (float offsX = minOffs; offsX <= maxOffs; ++offsX) {
- for (float offsY = minOffs; offsY <= maxOffs; ++offsY) {
-
- //copy the coord so we can mess with it
- vec2 temp_tcoord = vTexCoord.xy;
-
- //work out which uv we want to sample now
- temp_tcoord.x += offsX * amount * stepSize;
- temp_tcoord.y += offsY * amount * stepSize;
-
- //accumulate the sample
- blurred += texture2D(uImage0, temp_tcoord);
-
- } //for y
- } //for x
-
- //because we are doing an average, we divide by the amount (x AND y, hence steps * steps)
- blurred /= float(steps * steps);
-
- //return the final blurred color
- gl_FragColor = blurred;
-
-} //main
diff --git a/Effects/PostProcess/assets/shaders/tritanopia.frag b/Effects/PostProcess/assets/shaders/tritanopia.frag
deleted file mode 100644
index 6ec38e492..000000000
--- a/Effects/PostProcess/assets/shaders/tritanopia.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-//
-// Tritanopia color blindness simulation
-// Simple passthrough fragment shader
-//
-uniform sampler2D uImage0;
-varying vec2 vTexCoord;
-
-const mat4 mTritanopia = mat4( 0.97 , 0.11 , -0.08 , 0.0 ,
- 0.02 , 0.82 , 0.16 , 0.0 ,
- -0.06 , 0.88 , 0.18 , 0.0 ,
- 0.0 , 0.0 , 0.0 , 1.0 );
-
-void main()
-{
- gl_FragColor = mTritanopia * texture2D(uImage0, vTexCoord);
-}
diff --git a/Effects/PostProcess/source/Main.hx b/Effects/PostProcess/source/Main.hx
deleted file mode 100644
index 9ba757312..000000000
--- a/Effects/PostProcess/source/Main.hx
+++ /dev/null
@@ -1,13 +0,0 @@
-package;
-
-import flixel.FlxGame;
-import openfl.display.Sprite;
-
-class Main extends Sprite
-{
- public function new()
- {
- super();
- addChild(new FlxGame(640, 480, PlayState));
- }
-}
diff --git a/Effects/PostProcess/source/PlayState.hx b/Effects/PostProcess/source/PlayState.hx
deleted file mode 100644
index 6d13f1cb8..000000000
--- a/Effects/PostProcess/source/PlayState.hx
+++ /dev/null
@@ -1,54 +0,0 @@
-package;
-
-import flixel.addons.display.FlxBackdrop;
-import flixel.addons.ui.FlxUIAssets;
-import flixel.addons.ui.FlxUICheckBox;
-import flixel.effects.postprocess.PostProcess;
-import flixel.FlxG;
-import flixel.FlxState;
-
-class PlayState extends FlxState
-{
- var shaderNames:Array = [
- "blur", "tiltshift", "deuteranopia", "grain", "grayscale", "hq2x", "invert", "protanopia", "scanline", "tritanopia"
- ];
-
- var fragmentShaders:Array = [];
-
- override public function create():Void
- {
- var backdrop = new FlxBackdrop("assets/images/logo.png");
- backdrop.velocity.set(150, 150);
- add(backdrop);
-
- var x = 10;
- var y = 10;
-
- for (i in 0...shaderNames.length)
- {
- fragmentShaders.push(new PostProcess("assets/shaders/" + shaderNames[i] + ".frag"));
-
- createCheckbox(x, y, shaderNames[i], fragmentShaders[i]);
- y += 25;
- }
-
- // some shaders have properties that can be manipulated at runtime
- var blurShader = fragmentShaders[0];
- blurShader.setUniform("diry", 1);
- blurShader.setUniform("dirx", 1);
- blurShader.setUniform("radius", 1);
- }
-
- function createCheckbox(x:Float, y:Float, name:String, shader:PostProcess)
- {
- var checkbox = new FlxUICheckBox(x, y, FlxUIAssets.IMG_CHECK_BOX, FlxUIAssets.IMG_CHECK_MARK, name);
- checkbox.callback = function()
- {
- if (checkbox.checked)
- FlxG.addPostProcess(shader);
- else
- FlxG.removePostProcess(shader);
- }
- add(checkbox);
- }
-}
diff --git a/flixel-demos.code-workspace b/flixel-demos.code-workspace
index f169fda84..64e40146f 100644
--- a/flixel-demos.code-workspace
+++ b/flixel-demos.code-workspace
@@ -84,9 +84,6 @@
{
"path": "Effects/Parallax"
},
- {
- "path": "Effects/PostProcess"
- },
{
"path": "Effects/Transitions"
},