diff --git a/pointlightshadow0.js b/pointlightshadow0.js
deleted file mode 100644
index 9b7577bf7eafa7165ac4d48cc6d00c05d97daed6..0000000000000000000000000000000000000000
--- a/pointlightshadow0.js
+++ /dev/null
@@ -1,25 +0,0 @@
-const function_0 = function(){
-const h_scr2 = window.innerWidth;
-const v_scr2 = window.innerHeight;
-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
-
-const renderer2 = new THREE.WebGLRenderer({canvas: HelloCanvas0}); 
-renderer2.setSize( h_scr2, v_scr2 ); 
-renderer2.shadowMap.enabled = true;
-renderer2.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
-
-const light2 = new THREE.PointLight( 0xffffff, 1, 100 );
-light2.position.set( 0, 0, 0 );
-scene2.add( light2 );
-
-const planeGeometry2 = new THREE.PlaneGeometry( 60, 60, 32, 32 );
-const planeMaterial2 = new THREE.MeshStandardMaterial( { color: 0xffffff } )
-const plane2 = new THREE.Mesh( planeGeometry2, planeMaterial2 );
-plane2.position.z = -30;
-scene2.add( plane2 );
-
-renderer2.render( scene2, camera2 );
-}
-function_0();
\ No newline at end of file
diff --git a/pointlightshadow1.js b/pointlightshadow1.js
deleted file mode 100644
index c50cb5ff53394c6cd35697c183719717573d20ce..0000000000000000000000000000000000000000
--- a/pointlightshadow1.js
+++ /dev/null
@@ -1,82 +0,0 @@
-const function_1 = function(){
-    const h_scr2 = window.innerWidth;
-    const v_scr2 = window.innerHeight;
-    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
-    
-    const renderer2 = new THREE.WebGLRenderer({canvas: HelloCanvas1}); 
-    renderer2.setSize( h_scr2, v_scr2 ); 
-  
-    const light2 = new THREE.PointLight( 0xffffff, 1, 100 );
-    light2.position.set( 0, 0, 0 );
-    scene2.add( light2 );
-
-
-    const sphereGeometry = new THREE.SphereGeometry( 2, 32, 32 );
-    const sphereMaterial = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-    const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-    sphere.position.set(0,8,0);
-    scene2.add( sphere );
-
-    const sphereGeometry2 = new THREE.SphereGeometry( 2, 32, 32 );
-    const sphereMaterial2 = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-    const sphere2 = new THREE.Mesh( sphereGeometry2, sphereMaterial2 );
-    sphere2.position.set(-8,8,0);
-    scene2.add( sphere2 );
-
-    const sphereGeometry3 = new THREE.SphereGeometry( 2, 32, 32 );
-    const sphereMaterial3 = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-    const sphere3 = new THREE.Mesh( sphereGeometry3, sphereMaterial3 );
-    sphere3.position.set(-8,0,0);
-    scene2.add( sphere3 );
-
-    const sphereGeometry4 = new THREE.SphereGeometry( 2, 32, 32 );
-    const sphereMaterial4 = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-    const sphere4 = new THREE.Mesh( sphereGeometry4, sphereMaterial4 );
-    sphere4.position.set(-8,-8,0);
-    scene2.add( sphere4 );
-
-    const sphereGeometry5 = new THREE.SphereGeometry( 2, 32, 32 );
-    const sphereMaterial5 = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-    const sphere5 = new THREE.Mesh( sphereGeometry5, sphereMaterial5 );
-    sphere5.position.set(0,-8,0);
-    scene2.add( sphere5 );
-
-    const sphereGeometry6 = new THREE.SphereGeometry( 2, 32, 32 );
-    const sphereMaterial6 = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-    const sphere6 = new THREE.Mesh( sphereGeometry6, sphereMaterial6 );
-    sphere6.position.set(8,-8,0);
-    scene2.add( sphere6 );
-
-    const sphereGeometry7 = new THREE.SphereGeometry( 2, 32, 32 );
-    const sphereMaterial7 = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-    const sphere7 = new THREE.Mesh( sphereGeometry7, sphereMaterial7 );
-    sphere7.position.set(8,0,0);
-    scene2.add( sphere7 );
-
-    const sphereGeometry8 = new THREE.SphereGeometry( 2, 32, 32 );
-    const sphereMaterial8 = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-    const sphere8 = new THREE.Mesh( sphereGeometry8, sphereMaterial8 );
-    sphere8.position.set(8,8,0);
-    scene2.add( sphere8 );
-
-    
-    const planeGeometry2 = new THREE.PlaneGeometry( 60, 60, 32, 32 );
-    const planeMaterial2 = new THREE.MeshStandardMaterial( { color: 0xffffff } )
-    const plane2 = new THREE.Mesh( planeGeometry2, planeMaterial2 );
-    plane2.position.z = -30;
-    scene2.add( plane2 );
-
-
-    renderer2.render( scene2, camera2 );
-    }
-    function_1();
\ No newline at end of file
diff --git a/pointlightshadow2.js b/pointlightshadow2.js
deleted file mode 100644
index 1faebf4c08ced88fb69ad3749f22c15672a491c7..0000000000000000000000000000000000000000
--- a/pointlightshadow2.js
+++ /dev/null
@@ -1,74 +0,0 @@
-const function0 = function(){
-const h_scr2 = window.innerWidth;
-const v_scr2 = window.innerHeight;
-const scene2 = new THREE.Scene();
-const camera2 = new THREE.PerspectiveCamera(120, h_scr2/v_scr2, 0.1, 1000);
-camera2.position.y = 15;
-camera2.lookAt(0,0,0); 
-
-//Create a WebGLRenderer and turn on shadows in the renderer
-const renderer2 = new THREE.WebGLRenderer({canvas: HelloCanvas}); 
-renderer2.setSize( h_scr2, v_scr2 ); 
-renderer2.shadowMap.enabled = true;
-const light2 = new THREE.PointLight( 0xffffff, 1, 100 );
-//const light2 = new THREE.DirectionalLight( 0xffffff, 1);
-//light2.position.set( 0, 0, 1 );
-//directioanl은 항상 위에서 온다.
-//light2.rotaion.x = 90;
-light2.castShadow = true; // default false
-//light2.autoUpdate = false;
-scene2.add( light2 );
-
-//Set up shadow properties for the light
-//light2.shadow.mapSize.width = 128; // default
-//light2.shadow.mapSize.height = 128; // 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 sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
-const sphereMaterial = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene2.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-const planeGeometry = new THREE.PlaneGeometry( 60, 60, 32, 32 );
-const planeMaterial = new THREE.MeshStandardMaterial( { color: 0xffffff } )
-const plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-plane.rotation.x = -1.57;
-plane.position.set(0,-5,0);
-scene2.add( plane );
-
-//Create a helper for the shadow camera (optional)
-const helper = new THREE.CameraHelper( light2.shadow.camera );
-scene2.add( helper );
-
-
-var x = -12;
-var x_trans = 0;
-const animate = function () {
-	requestAnimationFrame( animate );
-
-    if(x>=12)
-    {
-        x_trans = -0.1;
-    }
-    else if(x<=-12)
-    {
-        x_trans = +0.1;
-    }
-
-    x += x_trans;
-
-
-	light2.position.set( x, 10, 0 );
-
-	renderer2.render( scene2, camera2 );
-};
-animate();
-}
-function0();
\ No newline at end of file
diff --git a/pointlightshadow3.js b/pointlightshadow3.js
deleted file mode 100644
index 97a317d44bbc260ac85a3907fe5e85dce2e85545..0000000000000000000000000000000000000000
--- a/pointlightshadow3.js
+++ /dev/null
@@ -1,68 +0,0 @@
-const function1 = function(){
-const h_scr2 = window.innerWidth;
-const v_scr2 = window.innerHeight;
-const scene2 = new THREE.Scene();
-const camera2 = new THREE.PerspectiveCamera(120, h_scr2/v_scr2, 0.1, 1000);
-camera2.position.y = 15;
-camera2.lookAt(0,0,0); 
-
-//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;
-const light2 = new THREE.PointLight( 0xffffff, 1, 100 );
-//const light2 = new THREE.DirectionalLight( 0xffffff, 1);
-//light2.position.set( 0, 0, 1 );
-//directioanl은 항상 위에서 온다.
-//light2.rotaion.x = 90;
-light2.castShadow = true; // default false
-light2.position.set(0,5,0);
-//light2.autoUpdate = false;
-scene2.add( light2 );
-
-//Set up shadow properties for the light
-//light2.shadow.mapSize.width = 128; // default
-//light2.shadow.mapSize.height = 128; // 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 sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
-const sphereMaterial = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene2.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-const planeGeometry = new THREE.PlaneGeometry( 60, 60, 32, 32 );
-const planeMaterial = new THREE.MeshStandardMaterial( { color: 0xffffff } )
-const plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-plane.rotation.x = -1.57;
-plane.position.set(0,-5,0);
-scene2.add( plane );
-
-
-
-
-var x = -12;
-var x_trans = 0;
-const animate = function () {
-	requestAnimationFrame( animate );
-    if(light2.position.y <= 10)
-    {
-        light2.position.y += 0.01;
-    }
-    else
-    {
-        light2.position.y = 5;
-    }
-    
-
-	renderer2.render( scene2, camera2 );
-};
-animate();
-}
-function1();
\ No newline at end of file
diff --git a/pointlightshadow4.js b/pointlightshadow4.js
deleted file mode 100644
index f665704952bf9f0113e1b044e990edbae7d4536f..0000000000000000000000000000000000000000
--- a/pointlightshadow4.js
+++ /dev/null
@@ -1,74 +0,0 @@
-const function4 = function(){
-const h_scr2 = window.innerWidth;
-const v_scr2 = window.innerHeight;
-const scene2 = new THREE.Scene();
-const camera2 = new THREE.PerspectiveCamera(120, h_scr2/v_scr2, 0.1, 1000);
-camera2.position.y = 15;
-camera2.lookAt(0,0,0); 
-
-//Create a WebGLRenderer and turn on shadows in the renderer
-const renderer2 = new THREE.WebGLRenderer({canvas: HelloCanvas4}); 
-renderer2.setSize( h_scr2, v_scr2 ); 
-renderer2.shadowMap.enabled = true;
-const light2 = new THREE.PointLight( 0xffffff, 1, 100 );
-//const light2 = new THREE.DirectionalLight( 0xffffff, 1);
-//light2.position.set( 0, 0, 1 );
-//directioanl은 항상 위에서 온다.
-//light2.rotaion.x = 90;
-light2.castShadow = true; // default false
-//light2.autoUpdate = false;
-scene2.add( light2 );
-
-//Set up shadow properties for the light
-//light2.shadow.mapSize.width = 128; // default
-//light2.shadow.mapSize.height = 128; // default
-light2.shadow.camera.near = 20;
-//light2.shadow.camera.far = 500; // default
-
-//Create a sphere that cast shadows (but does not receive them)
-const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
-const sphereMaterial = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene2.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-const planeGeometry = new THREE.PlaneGeometry( 60, 60, 32, 32 );
-const planeMaterial = new THREE.MeshStandardMaterial( { color: 0xffffff } )
-const plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-plane.rotation.x = -1.57;
-plane.position.set(0,-5,0);
-scene2.add( plane );
-
-//Create a helper for the shadow camera (optional)
-const helper = new THREE.CameraHelper( light2.shadow.camera );
-scene2.add( helper );
-
-
-var x = -12;
-var x_trans = 0;
-const animate = function () {
-	requestAnimationFrame( animate );
-
-    if(x>=12)
-    {
-        x_trans = -0.1;
-    }
-    else if(x<=-12)
-    {
-        x_trans = +0.1;
-    }
-
-    x += x_trans;
-
-
-	light2.position.set( x, 10, 0 );
-
-	renderer2.render( scene2, camera2 );
-};
-animate();
-}
-function4();
\ No newline at end of file
diff --git a/pointlightshadow5.js b/pointlightshadow5.js
deleted file mode 100644
index f0e9735beb44c7825dc3e666cf97ec6ab17cbb3f..0000000000000000000000000000000000000000
--- a/pointlightshadow5.js
+++ /dev/null
@@ -1,54 +0,0 @@
-const function5 = function(){
-const h_scr2 = window.innerWidth;
-const v_scr2 = window.innerHeight;
-const scene2 = new THREE.Scene();
-const camera2 = new THREE.PerspectiveCamera(120, h_scr2/v_scr2, 0.1, 1000);
-camera2.position.y = 15;
-camera2.lookAt(0,0,0); 
-
-//Create a WebGLRenderer and turn on shadows in the renderer
-const renderer2 = new THREE.WebGLRenderer({canvas: HelloCanvas5}); 
-renderer2.setSize( h_scr2, v_scr2 ); 
-renderer2.shadowMap.enabled = true;
-const light2 = new THREE.PointLight( 0xffffff, 1, 100 );
-//const light2 = new THREE.DirectionalLight( 0xffffff, 1);
-//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 = 128; // default
-light2.shadow.mapSize.height = 128; // 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 sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
-const sphereMaterial = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene2.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-const planeGeometry = new THREE.PlaneGeometry( 60, 60, 32, 32 );
-const planeMaterial = new THREE.MeshStandardMaterial( { color: 0xffffff } )
-const plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-plane.rotation.x = -1.57;
-plane.position.set(0,-5,0);
-scene2.add( plane );
-
-
-var x = -12;
-light2.position.set( x, 10, 0 );
-
-
-	
-	renderer2.render( scene2, camera2 );
-}
-function5();
\ No newline at end of file
diff --git a/pointlightshadow6.js b/pointlightshadow6.js
deleted file mode 100644
index b5079e62c4aaebe9e1c8ae337446bada6790e39c..0000000000000000000000000000000000000000
--- a/pointlightshadow6.js
+++ /dev/null
@@ -1,54 +0,0 @@
-const function6 = function(){
-const h_scr2 = window.innerWidth;
-const v_scr2 = window.innerHeight;
-const scene2 = new THREE.Scene();
-const camera2 = new THREE.PerspectiveCamera(120, h_scr2/v_scr2, 0.1, 1000);
-camera2.position.y = 15;
-camera2.lookAt(0,0,0); 
-
-//Create a WebGLRenderer and turn on shadows in the renderer
-const renderer2 = new THREE.WebGLRenderer({canvas: HelloCanvas6}); 
-renderer2.setSize( h_scr2, v_scr2 ); 
-renderer2.shadowMap.enabled = true;
-const light2 = new THREE.PointLight( 0xffffff, 1, 100 );
-//const light2 = new THREE.DirectionalLight( 0xffffff, 1);
-//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 = 1024; // default
-light2.shadow.mapSize.height = 1024; // 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 sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
-const sphereMaterial = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene2.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-const planeGeometry = new THREE.PlaneGeometry( 60, 60, 32, 32 );
-const planeMaterial = new THREE.MeshStandardMaterial( { color: 0xffffff } )
-const plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-plane.rotation.x = -1.57;
-plane.position.set(0,-5,0);
-scene2.add( plane );
-
-
-var x = -12;
-light2.position.set( x, 10, 0 );
-
-
-	
-	renderer2.render( scene2, camera2 );
-}
-function6();
\ No newline at end of file
diff --git a/pointlightshadow7.js b/pointlightshadow7.js
deleted file mode 100644
index 918af98b9b428af8d37497ebab695dc7f92780ae..0000000000000000000000000000000000000000
--- a/pointlightshadow7.js
+++ /dev/null
@@ -1,55 +0,0 @@
-const function7 = function(){
-const h_scr2 = window.innerWidth;
-const v_scr2 = window.innerHeight;
-const scene2 = new THREE.Scene();
-const camera2 = new THREE.PerspectiveCamera(120, h_scr2/v_scr2, 0.1, 1000);
-camera2.position.y = 15;
-camera2.lookAt(0,0,0); 
-
-//Create a WebGLRenderer and turn on shadows in the renderer
-const renderer2 = new THREE.WebGLRenderer({canvas: HelloCanvas7}); 
-renderer2.setSize( h_scr2, v_scr2 ); 
-renderer2.shadowMap.enabled = true;
-const light2 = new THREE.PointLight( 0xffffff, 1, 100 );
-//const light2 = new THREE.DirectionalLight( 0xffffff, 1);
-//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 = 1024; // default
-light2.shadow.mapSize.height = 1024; // default
-light2.shadow.radius = 20;
-//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 sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
-const sphereMaterial = new THREE.MeshPhongMaterial( { 
-    color: 0xffff00, shininess : 90.0 });
-const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene2.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-const planeGeometry = new THREE.PlaneGeometry( 60, 60, 32, 32 );
-const planeMaterial = new THREE.MeshStandardMaterial( { color: 0xffffff } )
-const plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-plane.rotation.x = -1.57;
-plane.position.set(0,-5,0);
-scene2.add( plane );
-
-
-var x = -12;
-light2.position.set( x, 10, 0 );
-
-
-	
-	renderer2.render( scene2, camera2 );
-}
-function7();
\ No newline at end of file
diff --git a/pointlightshadow8.js b/pointlightshadow8.js
deleted file mode 100644
index 8a746e879d091d1f423d5ce495f5cd475e2b4d7a..0000000000000000000000000000000000000000
--- a/pointlightshadow8.js
+++ /dev/null
@@ -1,55 +0,0 @@
-const function8 = function(){
-const h_scr2 = window.innerWidth;
-const v_scr2 = window.innerHeight;
-const scene2 = new THREE.Scene();
-const camera2 = new THREE.PerspectiveCamera(120, h_scr2/v_scr2, 0.1, 1000);
-camera2.position.y = 15;
-camera2.lookAt(0,0,0); 
-
-//Create a WebGLRenderer and turn on shadows in the renderer
-const renderer2 = new THREE.WebGLRenderer({canvas: HelloCanvas8}); 
-renderer2.setSize( h_scr2, v_scr2 ); 
-renderer2.shadowMap.enabled = true;
-const light2 = new THREE.PointLight( 0xffffff, 1, 100 );
-//const light2 = new THREE.DirectionalLight( 0xffffff, 1);
-//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 = 1024; // default
-light2.shadow.mapSize.height = 1024; // default
-light2.shadow.radius = 100;
-//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 sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
-const sphereMaterial = new THREE.MeshPhongMaterial( { 
-    color: 0xff0000, shininess : 90.0 });
-const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene2.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-const planeGeometry = new THREE.PlaneGeometry( 60, 60, 32, 32 );
-const planeMaterial = new THREE.MeshStandardMaterial( { color: 0xffffff } )
-const plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-plane.rotation.x = -1.57;
-plane.position.set(0,-5,0);
-scene2.add( plane );
-
-
-var x = -12;
-light2.position.set( x, 10, 0 );
-
-
-	
-	renderer2.render( scene2, camera2 );
-}
-function8();
\ No newline at end of file
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();
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