diff --git a/libraries/gpu-gles/src/gpu/gl/GLBackendShader.cpp b/libraries/gpu-gles/src/gpu/gl/GLBackendShader.cpp
index 1d7636c159..350e95b46a 100644
--- a/libraries/gpu-gles/src/gpu/gl/GLBackendShader.cpp
+++ b/libraries/gpu-gles/src/gpu/gl/GLBackendShader.cpp
@@ -56,41 +56,6 @@ static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
     stereoVersion
 } };
 
-GLShader* GLBackend::compileBackendShader(const Shader& shader, Shader::CompilationHandler handler) {
-    // Any GLSLprogram ? normally yes...
-    const std::string& shaderSource = shader.getSource().getCode();
-    GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
-    GLShader::ShaderObjects shaderObjects;
-    Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
-
-    for (int version = 0; version < GLShader::NumVersions; version++) {
-        auto& shaderObject = shaderObjects[version];
-
-        std::string shaderDefines = getBackendShaderHeader() + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version]
-        + "\n#extension GL_EXT_texture_buffer : enable"
-        + "\nprecision lowp float; // check precision 2"
-        + "\nprecision lowp samplerBuffer;"
-        + "\nprecision lowp sampler2DShadow;";
-        std::string error;
-
-#ifdef SEPARATE_PROGRAM
-        bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram, error);
-#else
-        bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, error);
-#endif
-        if (!result) {
-            qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << error.c_str();
-            return nullptr;
-        }
-    }
-
-    // So far so good, the shader is created successfully
-    GLShader* object = new GLShader(this->shared_from_this());
-    object->_shaderObjects = shaderObjects;
-
-    return object;
-}
-
 GLShader* GLBackend::compileBackendShader(const Shader& shader, Shader::CompilationHandler handler) {
     // Any GLSLprogram ? normally yes...
     const std::string& shaderSource = shader.getSource().getCode();