diff --git a/pointlightshadowelse.js b/pointlightshadowelse.js
deleted file mode 100644
index d798c8a44c210a1834aebc4984fc960fcdf898a4..0000000000000000000000000000000000000000
--- a/pointlightshadowelse.js
+++ /dev/null
@@ -1,104 +0,0 @@
-const function1 = function(){
-//그림자옵션이 꺼질 때의 점광원 테스트
-//그 테스트는 구에서 시행할 것
-//그림자로 인해 도형이 어두워지는 것과 그냥 빛을 받지않아 도형이 어두워진 것을 표현하는 것과의 차이를 분석할 것.
-//그렇게 점광원과 점광원 그림자에 대한 테스트를 진행한 후 점광원 그림자 관련 함수들을 사용해보면서 변화를 설명할 것.
-//변수명의 뒤에는 종류와 무관하게 파일 번호를 입력할 것.
-const h_scr2 = window.innerWidth;
-const v_scr2 = window.innerHeight;
-//const h_scr = 800;
-//const v_scr = 750;
-const scene2 = new THREE.Scene();
-const camera2 = new THREE.PerspectiveCamera(120, h_scr2/v_scr2, 0.1, 1000);
-camera2.position.z = 10; // (0,0,z)에서 (0,0,0)을 보고있는 것
-camera2.position.x = 30;
-
-//Create a WebGLRenderer and turn on shadows in the renderer
-const renderer2 = new THREE.WebGLRenderer({canvas: HelloCanvas2}); 
-renderer2.setSize( h_scr2, v_scr2 ); 
-renderer2.shadowMap.enabled = true;
-renderer2.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
-
-//Create a PointLight and turn on shadows for the light
-const light2 = new THREE.PointLight( 0xffffff, 1, 100 );
-//const light2 = new THREE.DirectionalLight( 0xffffff, 1);
-light2.position.set( 0, 0, 0 );
-//light2.position.set( 0, 0, 1 );
-//directioanl은 항상 위에서 온다.
-//light2.rotaion.x = 90;
-light2.castShadow = true; // default false
-scene2.add( light2 );
-
-//Set up shadow properties for the light
-light2.shadow.mapSize.width = 512; // default
-light2.shadow.mapSize.height = 512; // default
-light2.shadow.camera.near = 0.5; // default
-light2.shadow.camera.far = 500; // default
-
-//Create a sphere that cast shadows (but does not receive them)
-const sphereGeometry2 = new THREE.SphereGeometry( 1, 32, 32 );
-const sphereMaterial2 = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-const sphere2 = new THREE.Mesh( sphereGeometry2, sphereMaterial2 );
-sphere2.castShadow = true; //default is false
-sphere2.receiveShadow = true; //default
-sphere2.position.z = -5
-//sphere2.position.z = -5
-scene2.add( sphere2 );
-
-//Create a sphere that cast shadows (but does not receive them)
-const sphereGeometry2_1 = new THREE.SphereGeometry( 5, 32, 32 );
-const sphereMaterial2_1 = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-const sphere2_1 = new THREE.Mesh( sphereGeometry2_1, sphereMaterial2_1 );
-sphere2_1.castShadow = true; //default is false
-sphere2_1.receiveShadow = true; //default
-sphere2_1.position.z = -15
-//sphere2_1.position.z = -15
-scene2.add( sphere2_1 );
-
-
-
-//Create a plane that receives shadows (but does not cast them)
-const planeGeometry2 = new THREE.PlaneGeometry( 60, 60, 32, 32 );
-const planeMaterial2 = new THREE.MeshStandardMaterial( { color: 0xffffff } )
-const plane2 = new THREE.Mesh( planeGeometry2, planeMaterial2 );
-plane2.receiveShadow = true;
-plane2.position.z = -30;
-scene2.add( plane2 );
-
-//Create a helper for the shadow camera (optional)
-const helper2 = new THREE.CameraHelper( light2.shadow.camera );
-scene2.add( helper2 );
-
-
-var x2 = -8;
-var z2 = 0;
-var x_trans2 = 0;
-
-const animate2 = function () {
-	requestAnimationFrame( animate2 );
-/*
-    if(x2>=8)
-    {
-        x_trans2 = -0.1;
-    }
-    else if(x2<=-8)
-    {
-        x_trans2 = +0.1;
-    }
-
-    x2 += x_trans2;
-
-
-	light2.position.set( x, 0, 0 );
-    plane2.position.z = -30;
-    */
-    plane2.position.z -= 0.05;
-
-	renderer2.render( scene2, camera2 );
-};
-//animate2();
-renderer2.render( scene2, camera2 );
-}
-function1();
\ No newline at end of file