diff --git a/resources/shaders/glsl/bgra_to_rgba.glsl b/resources/shaders/glsl/bgra_to_rgba.glsl
deleted file mode 100644
index 618b868bd..000000000
--- a/resources/shaders/glsl/bgra_to_rgba.glsl
+++ /dev/null
@@ -1,34 +0,0 @@
-//  SPDX-License-Identifier: MIT
-//
-//  EmulationStation Desktop Edition
-//  bgra_to_rgba.glsl
-//
-//  Convert from color model BGRA to RGBA.
-//
-
-#if defined(VERTEX)
-// Vertex section of code:
-
-uniform mat4 MVPMatrix;
-varying vec2 vTexCoord;
-
-void main(void)
-{
-    vTexCoord = gl_MultiTexCoord0.xy;
-    gl_Position = MVPMatrix * gl_Vertex;
-}
-
-#elif defined(FRAGMENT)
-// Fragment section of code:
-
-uniform float opacity = 1.0;
-uniform sampler2D myTexture;
-varying vec2 vTexCoord;
-
-void main()
-{
-    vec4 color = texture2D(myTexture, vTexCoord);
-    gl_FragColor = vec4(color.bgr, color.a * opacity);
-}
-
-#endif
diff --git a/resources/shaders/glsl/desaturate.glsl b/resources/shaders/glsl/desaturate.glsl
deleted file mode 100644
index 6c88cd58a..000000000
--- a/resources/shaders/glsl/desaturate.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-//  SPDX-License-Identifier: MIT
-//
-//  EmulationStation Desktop Edition
-//  desaturate.glsl
-//
-//  Desaturates textures.
-//  The uniform variable 'saturation' sets the saturation intensity.
-//  Setting this to the value 0 results in complete desaturation (grayscale).
-//
-
-#if defined(VERTEX)
-// Vertex section of code:
-
-uniform mat4 MVPMatrix;
-varying vec2 vTexCoord;
-
-void main(void)
-{
-    vTexCoord = gl_MultiTexCoord0.xy;
-    gl_Position = MVPMatrix * gl_Vertex;
-}
-
-#elif defined(FRAGMENT)
-// Fragment section of code:
-
-uniform float saturation = 1.0;
-uniform sampler2D myTexture;
-varying vec2 vTexCoord;
-
-void main()
-{
-    vec4 color = texture2D(myTexture, vTexCoord);
-    vec3 grayscale = vec3(dot(color.rgb, vec3(0.3, 0.59, 0.11)));
-    vec3 blendedColor = mix(grayscale, color.rgb, saturation);
-
-    gl_FragColor = vec4(blendedColor, color.a);
-}
-
-#endif
diff --git a/resources/shaders/glsl/dim.glsl b/resources/shaders/glsl/dim.glsl
deleted file mode 100644
index 47060cf4c..000000000
--- a/resources/shaders/glsl/dim.glsl
+++ /dev/null
@@ -1,40 +0,0 @@
-//  SPDX-License-Identifier: MIT
-//
-//  EmulationStation Desktop Edition
-//  dim.glsl
-//
-//  Dims textures.
-//  The uniform variable 'dimValue' sets the amount of dimming.
-//  Setting this to the value 0 results in a completely black screen.
-//
-
-#if defined(VERTEX)
-// Vertex section of code:
-
-uniform mat4 MVPMatrix;
-varying vec2 vTexCoord;
-
-void main(void)
-{
-    vTexCoord = gl_MultiTexCoord0.xy;
-    gl_Position = MVPMatrix * gl_Vertex;
-}
-
-#elif defined(FRAGMENT)
-// Fragment section of code:
-
-uniform float dimValue = 0.4;
-uniform sampler2D myTexture;
-varying vec2 vTexCoord;
-
-void main()
-{
-    vec4 dimColor = vec4(dimValue, dimValue, dimValue, 1.0);
-    vec4 color = texture2D(myTexture, vTexCoord);
-    // Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
-    color = vec4(color.rgb, 1.0) * dimColor;
-
-    gl_FragColor = color;
-}
-
-#endif
diff --git a/resources/shaders/glsl/opacity.glsl b/resources/shaders/glsl/opacity.glsl
deleted file mode 100644
index 08b74c9d3..000000000
--- a/resources/shaders/glsl/opacity.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-//  SPDX-License-Identifier: MIT
-//
-//  EmulationStation Desktop Edition
-//  opacity.glsl
-//
-//  Changes the opacity of textures.
-//  The uniform variable 'opacity' sets the opacity.
-//  Setting this to the value 0 results in an invisible texture.
-//
-
-#if defined(VERTEX)
-// Vertex section of code:
-
-uniform mat4 MVPMatrix;
-varying vec2 vTexCoord;
-
-void main(void)
-{
-    vTexCoord = gl_MultiTexCoord0.xy;
-    gl_Position = MVPMatrix * gl_Vertex;
-}
-
-#elif defined(FRAGMENT)
-// Fragment section of code:
-
-uniform float opacity = 1.0;
-uniform sampler2D myTexture;
-varying vec2 vTexCoord;
-
-void main()
-{
-    vec4 color = texture2D(myTexture, vTexCoord);
-
-    gl_FragColor = vec4(color.rgb, color.a * opacity);
-}
-
-#endif