diff --git a/Workarounds/XenobladeX_AdjustableBrightnessAMD/bd74794730fc559a_00000000ff249249_ps.txt b/Workarounds/XenobladeX_AdjustableBrightnessAMD/bd74794730fc559a_00000000ff249249_ps.txt
deleted file mode 100644
index e7fc52ab..00000000
--- a/Workarounds/XenobladeX_AdjustableBrightnessAMD/bd74794730fc559a_00000000ff249249_ps.txt
+++ /dev/null
@@ -1,449 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-#extension GL_ARB_separate_shader_objects : enable
-// shader bd74794730fc559a
-//tweak glare, less J.J. Abrams 
-const float glare = 0.95; //reflection on skell, characters, metal objects etc
-uniform ivec4 uf_remappedPS[12];
-layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 1280x720x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5d48000 res 1x1x1 dim 1 tm: 2 format 0008 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4a8e000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf589e000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 9) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf5ff0000 res 64x64x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler9 ClampX/Y/Z: 2 2 2 border: 0
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 1) in vec4 passParameterSem1;
-layout(location = 2) in vec4 passParameterSem2;
-layout(location = 3) in vec4 passParameterSem3;
-layout(location = 0) out vec4 passPixelColor0;
-layout(location = 1) out vec4 passPixelColor1;
-uniform vec2 uf_fragCoordScale;
-int clampFI32(int v)
-{
-if( v == 0x7FFFFFFF )
-	return floatBitsToInt(1.0);
-else if( v == 0xFFFFFFFF )
-	return floatBitsToInt(0.0);
-return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
-}
-float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
-void main()
-{
-vec4 R0f = vec4(0.0);
-vec4 R1f = vec4(0.0);
-vec4 R2f = vec4(0.0);
-vec4 R3f = vec4(0.0);
-vec4 R4f = vec4(0.0);
-vec4 R5f = vec4(0.0);
-vec4 R6f = vec4(0.0);
-vec4 R7f = vec4(0.0);
-vec4 R8f = vec4(0.0);
-vec4 R9f = vec4(0.0);
-vec4 R10f = vec4(0.0);
-vec4 R11f = vec4(0.0);
-vec4 R12f = vec4(0.0);
-vec4 R13f = vec4(0.0);
-vec4 R123f = vec4(0.0);
-vec4 R124f = vec4(0.0);
-vec4 R125f = vec4(0.0);
-vec4 R126f = vec4(0.0);
-vec4 R127f = vec4(0.0);
-float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
-vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
-float PS0f = 0.0, PS1f = 0.0;
-vec4 tempf = vec4(0.0);
-float tempResultf;
-int tempResulti;
-ivec4 ARi = ivec4(0);
-bool predResult = true;
-vec3 cubeMapSTM;
-int cubeMapFaceId;
-R0f = passParameterSem0;
-R1f = passParameterSem1;
-R2f = passParameterSem2;
-R3f = passParameterSem3;
-R4f.xyzw = (texture(textureUnitPS1, R2f.xy).xyzw);
-R5f.xy = (texture(textureUnitPS0, R2f.xy).xy);
-R6f.x = (texture(textureUnitPS2, R1f.xy).x);
-R11f.xyzw = (texture(textureUnitPS3, R2f.xy).xyzw);
-R7f.xyzw = (texture(textureUnitPS5, R2f.xy).xyzw);
-R0f.x = (texture(textureUnitPS7, R0f.xy).x);
-R10f.xyzw = (texture(textureUnitPS4, R2f.xy).xyzw);
-// 0
-tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
-PV0f.x = tempf.x;
-PV0f.y = tempf.x;
-PV0f.z = tempf.x;
-PV0f.w = tempf.x;
-R127f.y = tempf.x;
-PS0f = 1.0 / R3f.z;
-// 1
-R127f.x = 0.0;
-PV1f.y = max(R4f.w, intBitsToFloat(0x3c23d70a));
-R127f.z = -(PV0f.x);
-PV1f.w = -(PV0f.x) * PS0f;
-PS1f = intBitsToFloat(uf_remappedPS[0].y) + -(0.0);
-// 2
-backupReg0f = R127f.y;
-R126f.x = mul_nonIEEE(R3f.x, PV1f.w);
-PV0f.x = R126f.x;
-R127f.y = mul_nonIEEE(R3f.y, PV1f.w);
-PV0f.y = R127f.y;
-R126f.z = backupReg0f + -(intBitsToFloat(uf_remappedPS[1].x));
-PV0f.w = min(PV1f.y, 1.0);
-R125f.y = mul_nonIEEE(R6f.x, PS1f);
-PS0f = R125f.y;
-// 3
-tempf.x = dot(vec4(PV0f.x,PV0f.y,R127f.z,-0.0),vec4(PV0f.x,PV0f.y,R127f.z,0.0));
-PV1f.x = tempf.x;
-PV1f.y = tempf.x;
-PV1f.z = tempf.x;
-PV1f.w = tempf.x;
-R126f.y = PV0f.w * intBitsToFloat(0x41400000);
-PS1f = R126f.y;
-// 4
-tempf.x = dot(vec4(R5f.x,R5f.y,R127f.x,-0.0),vec4(R5f.x,R5f.y,R5f.y,0.0));
-PV0f.x = tempf.x;
-PV0f.y = tempf.x;
-PV0f.z = tempf.x;
-PV0f.w = tempf.x;
-tempResultf = 1.0 / sqrt(PV1f.x);
-PS0f = tempResultf;
-// 5
-R8f.x = mul_nonIEEE(R126f.x, PS0f);
-PV1f.x = R8f.x;
-R1f.y = mul_nonIEEE(R127f.y, PS0f);
-PV1f.y = R1f.y;
-R1f.z = mul_nonIEEE(R127f.z, PS0f);
-PV1f.z = R1f.z;
-PV1f.w = -(PV0f.x) + 1.0;
-R1f.x = exp2(R126f.y);
-PS1f = R1f.x;
-// 6
-R4f.x = -(PV1f.x) + intBitsToFloat(uf_remappedPS[2].x);
-R3f.y = -(PV1f.y) + intBitsToFloat(uf_remappedPS[2].y);
-R3f.z = -(PV1f.z) + intBitsToFloat(uf_remappedPS[2].z);
-PV0f.w = max(PV1f.w, -(PV1f.w));
-R2f.y = PS1f + 1.0;
-PS0f = R2f.y;
-// 7
-R2f.x = -(R8f.x) + intBitsToFloat(uf_remappedPS[3].x);
-R4f.y = -(R1f.y) + intBitsToFloat(uf_remappedPS[3].y);
-R4f.z = -(R1f.z) + intBitsToFloat(uf_remappedPS[3].z);
-R127f.w = -(R125f.y) + 1.0;
-R0f.z = sqrt(PV0f.w);
-PS1f = R0f.z;
-// 8
-tempf.x = dot(vec4(R5f.x,R5f.y,PS1f,-0.0),vec4(-(R8f.x),-(R1f.y),-(R1f.z),0.0));
-PV0f.x = tempf.x;
-PV0f.y = tempf.x;
-PV0f.z = tempf.x;
-PV0f.w = tempf.x;
-PS0f = mul_nonIEEE(R126f.z, intBitsToFloat(uf_remappedPS[1].y));
-// 9
-backupReg0f = R0f.x;
-PV1f.x = PV0f.x + PV0f.x;
-PV1f.y = max(PS0f, 0.0);
-R123f.z = (mul_nonIEEE(R127f.w,backupReg0f) + R125f.y);
-PV1f.z = R123f.z;
-PV1f.w = -(R10f.w) + 1.0;
-R12f.x = mul_nonIEEE(R10f.x, R10f.w);
-PS1f = R12f.x;
-// 10
-PV0f.x = R3f.z * R3f.z;
-R6f.y = mul_nonIEEE(PV1f.z, PV1f.w);
-R123f.z = (mul_nonIEEE(-(PV1f.x),R5f.x) + -(R8f.x))/2.0;
-PV0f.z = R123f.z;
-R123f.w = (mul_nonIEEE(-(PV1f.x),R5f.y) + -(R1f.y))/2.0;
-PV0f.w = R123f.w;
-tempResultf = log2(PV1f.y);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS0f = tempResultf;
-// 11
-R0f.x = PV0f.z + 0.5;
-R0f.y = PV0f.w + 0.5;
-R12f.z = mul_nonIEEE(R10f.z, R10f.w);
-R4f.w = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].z));
-R3f.x = (R3f.y * R3f.y + PV0f.x);
-PS1f = R3f.x;
-R9f.xyz = (texture(textureUnitPS9, R0f.xy).xyz);
-// 0
-R123f.x = (R4f.x * R4f.x + R3f.x);
-PV0f.x = R123f.x;
-R12f.y = mul_nonIEEE(R10f.y, R10f.w);
-PV0f.z = R4f.z * R4f.z;
-R13f.w = 0.0;
-R125f.y = exp2(R4f.w);
-PS0f = R125f.y;
-// 1
-tempf.x = dot(vec4(R2f.x,R4f.y,PV0f.z,-0.0),vec4(R2f.x,R4f.y,1.0,0.0));
-PV1f.x = tempf.x;
-PV1f.y = tempf.x;
-PV1f.z = tempf.x;
-PV1f.w = tempf.x;
-tempResultf = 1.0 / sqrt(PV0f.x);
-PS1f = tempResultf;
-// 2
-backupReg0f = R125f.y;
-R126f.x = mul_nonIEEE(R4f.x, PS1f);
-R125f.y = mul_nonIEEE(R3f.y, PS1f);
-R126f.z = mul_nonIEEE(R3f.z, PS1f);
-PV0f.z = R126f.z;
-PV0f.w = min(backupReg0f, 1.0);
-tempResultf = 1.0 / sqrt(PV1f.x);
-PS0f = tempResultf;
-// 3
-R127f.x = mul_nonIEEE(R2f.x, PS0f);
-R127f.y = mul_nonIEEE(R4f.y, PS0f);
-R127f.z = mul_nonIEEE(R4f.z, PS0f);
-R0f.w = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[1].w));
-PS1f = mul_nonIEEE(R0f.z, PV0f.z);
-// 4
-tempf.x = dot(vec4(R5f.x,R5f.y,PS1f,-0.0),vec4(R126f.x,R125f.y,1.0,0.0));
-tempf.x = clamp(tempf.x, 0.0, 1.0);
-PV0f.x = tempf.x;
-PV0f.y = tempf.x;
-PV0f.z = tempf.x;
-PV0f.w = tempf.x;
-PS0f = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R126f.z);
-// 5
-tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),PS0f,-0.0),vec4(R126f.x,R125f.y,1.0,0.0));
-tempf.x = clamp(tempf.x, 0.0, 1.0);
-PV1f.x = tempf.x;
-PV1f.y = tempf.x;
-PV1f.z = tempf.x;
-PV1f.w = tempf.x;
-tempResultf = log2(PV0f.x);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-R126f.x = tempResultf;
-PS1f = R126f.x;
-// 6
-backupReg0f = R0f.z;
-tempf.x = dot(vec4(R5f.x,R5f.y,backupReg0f,-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0));
-tempf.x = clamp(tempf.x, 0.0, 1.0);
-PV0f.x = tempf.x;
-PV0f.y = tempf.x;
-PV0f.z = tempf.x;
-PV0f.w = tempf.x;
-R125f.x = PV1f.x * intBitsToFloat(0x41800000);
-PS0f = R125f.x;
-// 7
-tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0));
-tempf.x = clamp(tempf.x, 0.0, 1.0);
-PV1f.x = tempf.x;
-PV1f.y = tempf.x;
-PV1f.z = tempf.x;
-PV1f.w = tempf.x;
-tempResultf = log2(PV0f.x);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS1f = tempResultf;
-// 8
-backupReg0f = R126f.x;
-R126f.x = mul_nonIEEE(R1f.x, PS1f);
-PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z), R1f.z);
-PV0f.z = PV1f.x * intBitsToFloat(0x41800000);
-R127f.w = mul_nonIEEE(R1f.x, backupReg0f);
-PS0f = 1.0 / R125f.x;
-// 9
-R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.y) + PV0f.y);
-PV1f.x = R123f.x;
-PV1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R0f.z);
-R127f.z = R2f.y * PS0f;
-PV1f.w = R11f.z * intBitsToFloat(0x41200000);
-PS1f = 1.0 / PV0f.z;
-// 10
-R125f.x = R2f.y * PS1f;
-R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R5f.y) + PV1f.y);
-PV0f.y = R123f.y;
-R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R8f.x) + PV1f.x);
-PV0f.z = R123f.z;
-R123f.w = (R11f.y * intBitsToFloat(0x41200000) + PV1f.w);
-PV0f.w = R123f.w;
-PS0f = exp2(R127f.w);
-// 11
-R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R5f.x) + PV0f.y);
-R123f.x = clamp(R123f.x, 0.0, 1.0);
-PV1f.x = R123f.x;
-PV1f.y = mul_nonIEEE(PS0f, R127f.z);
-PV1f.z = max(PV0f.z, -(PV0f.z));
-R125f.w = (R11f.x * intBitsToFloat(0x41200000) + PV0f.w);
-R125f.w = clamp(R125f.w, 0.0, 1.0);
-PV1f.w = R125f.w;
-PS1f = exp2(R126f.x);
-// 12
-backupReg0f = R125f.x;
-R125f.x = mul_nonIEEE(PV1f.x, PV1f.y);
-R125f.x = clamp(R125f.x, 0.0, 1.0);
-R125f.y = -(PV1f.z) + 1.0;
-R125f.y = clamp(R125f.y, 0.0, 1.0);
-PV0f.y = R125f.y;
-R126f.z = mul_nonIEEE(R6f.x, PV1f.x);
-R127f.w = mul_nonIEEE(PS1f, backupReg0f);
-R124f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[5].y)) + R11f.x);
-PS0f = R124f.x;
-// 13
-backupReg0f = R0f.z;
-tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),-0.0),vec4(R5f.x,R5f.y,backupReg0f,0.0));
-tempf.x = clamp(tempf.x, 0.0, 1.0);
-PV1f.x = tempf.x;
-PV1f.y = tempf.x;
-PV1f.z = tempf.x;
-PV1f.w = tempf.x;
-R126f.w = tempf.x;
-tempResultf = log2(PV0f.y);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS1f = tempResultf;
-// 14
-backupReg0f = R125f.x;
-R125f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[6].w));
-R127f.y = mul_nonIEEE(R124f.x, R9f.x);
-PV0f.z = mul_nonIEEE(PV1f.x, R127f.w);
-PV0f.z = clamp(PV0f.z, 0.0, 1.0);
-PV0f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[7].w));
-// 15
-backupReg0f = R126f.w;
-backupReg0f = R126f.w;
-R126f.x = mul_nonIEEE(R126f.w, intBitsToFloat(uf_remappedPS[8].x));
-PV1f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[8].w));
-R127f.z = mul_nonIEEE(R6f.x, PV0f.w);
-R126f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[8].y));
-R125f.z = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[8].z));
-PS1f = R125f.z;
-// 16
-PV0f.x = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[8].z));
-PV0f.y = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[8].y));
-PV0f.z = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[8].x));
-R4f.w = mul_nonIEEE(R11f.w, R127f.y);
-R5f.y = exp2(R125f.x);
-PS0f = R5f.y;
-// 17
-backupReg0f = R126f.x;
-R126f.x = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[7].x)) + backupReg0f);
-R123f.y = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[7].z)) + PV0f.x);
-PV1f.y = R123f.y;
-R123f.z = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[7].y)) + PV0f.y);
-PV1f.z = R123f.z;
-R123f.w = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[7].x)) + PV0f.z);
-PV1f.w = R123f.w;
-R125f.x = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[7].y)) + R126f.w);
-PS1f = R125f.x;
-// 18
-backupReg0f = R126f.z;
-R127f.x = (R7f.w * 2.0 + PV1f.w);
-R127f.y = (R7f.w * 2.0 + PV1f.y);
-R126f.z = (R7f.w * 2.0 + PV1f.z);
-R123f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[7].z)) + R125f.z);
-PV0f.w = R123f.w;
-R0f.z = (mul_nonIEEE(R125f.w,intBitsToFloat(uf_remappedPS[5].y)) + R11f.y);
-PS0f = R0f.z;
-// 19
-backupReg0f = R126f.x;
-backupReg1f = R125f.w;
-backupReg2f = R7f.z;
-R126f.x = R5f.y + -(intBitsToFloat(0x3f4ccccd));
-R2f.y = (R7f.x * 2.0 + backupReg0f);
-R4f.z = (R7f.y * 2.0 + R125f.x);
-R125f.w = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[5].y)) + R11f.z);
-R7f.z = (backupReg2f * 2.0 + PV0f.w);
-PS1f = R7f.z;
-// 20
-backupReg0f = R1f.y;
-tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[9].x),intBitsToFloat(uf_remappedPS[9].y),intBitsToFloat(uf_remappedPS[9].z),-0.0),vec4(R8f.x,backupReg0f,R1f.z,0.0));
-tempf.x = clamp(tempf.x, 0.0, 1.0);
-PV0f.x = tempf.x;
-PV0f.y = tempf.x;
-PV0f.z = tempf.x;
-PV0f.w = tempf.x;
-R1f.y = tempf.x;
-R4f.y = mul_nonIEEE(R127f.x, R124f.x);
-PS0f = R4f.y;
-// 21
-R8f.x = mul_nonIEEE(R126f.z, R0f.z);
-R7f.y = R126f.x * intBitsToFloat(0x40a00000);
-R7f.y = clamp(R7f.y, 0.0, 1.0);
-R1f.z = (R125f.y * intBitsToFloat(0x3f733333) + -(R5f.y));
-R7f.w = mul_nonIEEE(R127f.y, R125f.w);
-R3f.y = mul_nonIEEE(R125f.w, R9f.z);
-PS1f = R3f.y;
-// 0
-R126f.x = (mul_nonIEEE(R10f.z,R7f.z) + R7f.w);
-R127f.y = (mul_nonIEEE(R1f.z,R7f.y) + R5f.y);
-R127f.w = R7f.z + R7f.w;
-tempResultf = log2(R1f.y);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS0f = tempResultf;
-// 1
-backupReg0f = R0f.z;
-R123f.x = (mul_nonIEEE(R10f.x,R2f.y) + R4f.y);
-PV1f.x = R123f.x;
-R126f.y = R2f.y + R4f.y;
-PV1f.z = mul_nonIEEE(backupReg0f, R9f.y);
-R125f.w = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[10].w));
-R127f.x = R4f.z + R8f.x;
-PS1f = R127f.x;
-// 2
-R123f.x = (mul_nonIEEE(R6f.y,PV1f.x) + R12f.x);
-PV0f.x = R123f.x;
-R123f.y = (mul_nonIEEE(R10f.y,R4f.z) + R8f.x);
-PV0f.y = R123f.y;
-R126f.z = mul_nonIEEE(R11f.w, R3f.y);
-R126f.w = mul_nonIEEE(R11f.w, PV1f.z);
-R125f.y = (mul_nonIEEE(R6f.y,R126f.x) + R12f.z);
-PS0f = R125f.y;
-// 3
-backupReg0f = R125f.w;
-R126f.x = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[6].x)) + intBitsToFloat(uf_remappedPS[11].x));
-R124f.y = (R4f.w * intBitsToFloat(0x40a00000) + PV0f.x);
-R123f.z = (mul_nonIEEE(R6f.y,PV0f.y) + R12f.y);
-PV1f.z = R123f.z;
-R125f.w = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[11].y));
-R125f.z = exp2(backupReg0f);
-PS1f = R125f.z;
-// 4
-backupReg0f = R127f.y;
-R124f.x = (R126f.z * intBitsToFloat(0x40a00000) + R125f.y);
-R127f.y = (mul_nonIEEE(R6f.y,R127f.w) + R12f.z);
-R123f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[11].z));
-PV0f.z = R123f.z;
-R127f.w = (R126f.w * intBitsToFloat(0x40a00000) + PV1f.z);
-// 5
-backupReg0f = R125f.z;
-R123f.x = (mul_nonIEEE(R125f.z,intBitsToFloat(uf_remappedPS[10].y)) + R125f.w);
-PV1f.x = R123f.x;
-R123f.y = (mul_nonIEEE(R125f.z,intBitsToFloat(uf_remappedPS[10].x)) + R126f.x);
-PV1f.y = R123f.y;
-R125f.z = (mul_nonIEEE(R6f.y,R126f.y) + R12f.x);
-R123f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[10].z)) + PV0f.z);
-PV1f.w = R123f.w;
-R126f.y = (mul_nonIEEE(R6f.y,R127f.x) + R12f.y);
-PS1f = R126f.y;
-// 6
-backupReg0f = R127f.y;
-R127f.x = -(R124f.x) + PV1f.w;
-R127f.y = -(R127f.w) + PV1f.x;
-PV0f.z = -(R124f.y) + PV1f.y;
-PS0f = backupReg0f * intBitsToFloat(0x3e2aaac1);
-// 7
-tempf.x = dot(vec4(R125f.z,R126f.y,PS0f,-0.0),vec4(intBitsToFloat(0x3e2aaac1),intBitsToFloat(0x3e2aaac1),1.0,0.0));
-PV1f.x = tempf.x;
-PV1f.y = tempf.x;
-PV1f.z = tempf.x;
-PV1f.w = tempf.x;
-R12f.w = tempf.x;
-R13f.x = (mul_nonIEEE(PV0f.z,R0f.w) + R124f.y);
-PS1f = R13f.x;
-// 8
-R13f.y = (mul_nonIEEE(R127f.y,R0f.w) + R127f.w);
-R13f.z = (mul_nonIEEE(R127f.x,R0f.w) + R124f.x);
-// 9
-R1f.xyz = vec3(R12f.x,R12f.y,R12f.z);
-R1f.w = R12f.w;
-// 10
-R0f.xyz = vec3(R13f.x,R13f.y,R13f.z);
-R0f.w = R13f.w;
-// export
-passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*glare; //reduce glare
-passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
-}
diff --git a/Workarounds/XenobladeX_AdjustableBrightnessAMD/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workarounds/XenobladeX_AdjustableBrightnessAMD/d936195db0dd8e7d_0000000000001e52_ps.txt
deleted file mode 100644
index 97e4c608..00000000
--- a/Workarounds/XenobladeX_AdjustableBrightnessAMD/d936195db0dd8e7d_0000000000001e52_ps.txt
+++ /dev/null
@@ -1,129 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader d936195db0dd8e7d 
-// cross fade brightness
-// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
-// changes here in turn "breaks" bloom as they over or under expose depending on day/night 
-
-//old contrasty, or just copy paste clarity
-const float gamma = 0.93; // 1.0 is neutral  
-const float exposure = 0.32; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
-const float vibrance = 0.318;  // 0.0 is neutral  
-const float lift = 0.002; // 0.0 is neutral. loss of shadow detail 
-const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. 
-
-vec3 contrasty(vec3 colour){
-	vec3 fColour = (colour.xyz);
-	
-	fColour = clamp(exposure * fColour, 0.0, 1.0);
-	fColour = pow(fColour, vec3(1.0 / gamma));
-	float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
-	float mn = min(min(fColour.r, fColour.g), fColour.b);
-	float mx = max(max(fColour.r, fColour.g), fColour.b);
-	float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
-	vec3 lightness = vec3((mn + mx) / 2.0);
-// vibrance
-	fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
-	fColour = max(vec3(0.0), fColour + vec3(lift));
-	return fColour;
-}
-
-uniform ivec4 uf_remappedPS[1];
-layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x26032000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-uniform vec2 uf_fragCoordScale;
-
-highp float lineRand(vec2 co)
-{
-	highp float a = 12.9898;
-	highp float b = 78.233;
-	highp float c = 43758.5453;
-	highp float dt = dot(co.xy, vec2(a, b));
-	highp float sn = mod(dt, 3.14);
-	return fract(sin(sn) * c);
-}
-
-int clampFI32(int v)
-{
-if( v == 0x7FFFFFFF )
-	return floatBitsToInt(1.0);
-else if( v == 0xFFFFFFFF )
-	return floatBitsToInt(0.0);
-return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
-}
-float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
-void main()
-{
-vec4 R0f = vec4(0.0);
-vec4 R1f = vec4(0.0);
-vec4 R2f = vec4(0.0);
-vec4 R127f = vec4(0.0);
-float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
-vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
-float PS0f = 0.0, PS1f = 0.0;
-vec4 tempf = vec4(0.0);
-float tempResultf;
-int tempResulti;
-ivec4 ARi = ivec4(0);
-bool predResult = true;
-vec3 cubeMapSTM;
-int cubeMapFaceId;
-R0f = passParameterSem0;
-R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985  -(lineRand(gl_FragCoord.yx)*0.015));
-//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure;
-// 0
-R0f.xyz = contrasty(R0f.xyz);
-backupReg0f = R0f.x;
-PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x);
-PV0f.x = clamp(PV0f.x, 0.0, 1.0);
-R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
-R127f.z = clamp(R127f.z, 0.0, 1.0);
-R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
-R127f.w = clamp(R127f.w, 0.0, 1.0);
-R2f.w = 1.0;
-PS0f = R2f.w;
-// 1
-tempResultf = log2(PV0f.x);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS1f = tempResultf;
-// 2
-R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
-tempResultf = log2(R127f.w);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS0f = tempResultf;
-// 3
-R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e);
-tempResultf = log2(R127f.z);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS1f = tempResultf;
-// 4
-R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
-PS0f = exp2(R127f.x);
-// 5
-R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
-PS1f = exp2(R127f.y);
-// 6
-R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
-PS0f = exp2(R127f.w);
-// 7
-R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
-R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
-R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz);
-// 0
-backupReg0f = R0f.y;
-backupReg1f = R0f.x;
-PV0f.x = R1f.z + -(R0f.z);
-PV0f.y = R1f.y + -(backupReg0f);
-PV0f.z = R1f.x + -(backupReg1f);
-// 1
-R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x);
-R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y);
-R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z);
-// export
-//R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0);
-
-passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*postExposure;
-}
diff --git a/Workarounds/XenobladeX_AdjustableBrightnessAMD/rules.txt b/Workarounds/XenobladeX_AdjustableBrightnessAMD/rules.txt
deleted file mode 100644
index 897a8201..00000000
--- a/Workarounds/XenobladeX_AdjustableBrightnessAMD/rules.txt
+++ /dev/null
@@ -1,6 +0,0 @@
-[Definition]
-titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
-name = Brightness Workaround AMD
-path = "Xenoblade Chronicles X/Workarounds/AMD Brightness"
-description = Slightly less overbright/dark. Edit shader for preference.
-version = 3
\ No newline at end of file
diff --git a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workarounds/XenobladeX_AdjustableBrightnessNvidia/3cc7e98f78c258b4_00000000000003ca_ps.txt
deleted file mode 100644
index 750b73b7..00000000
--- a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/3cc7e98f78c258b4_00000000000003ca_ps.txt
+++ /dev/null
@@ -1,115 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 3cc7e98f78c258b4 // brightness workaround. 
-// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
-// changes here in turn "breaks" bloom as they over or under expose depending on day/night 
-
-//old contrasty, or just copy paste clarity
-const float gamma = 0.93; // 1.0 is neutral  
-const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
-const float vibrance = 0.318;  // 0.0 is neutral  
-const float lift = 0.002; // 0.0 is neutral. loss of shadow detail 
-const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. 
-
-vec3 contrasty(vec3 colour){
-	vec3 fColour = (colour.xyz);
-	
-	fColour = clamp(exposure * fColour, 0.0, 1.0);
-	fColour = pow(fColour, vec3(1.0 / gamma));
-	float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
-	float mn = min(min(fColour.r, fColour.g), fColour.b);
-	float mx = max(max(fColour.r, fColour.g), fColour.b);
-	float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
-	vec3 lightness = vec3((mn + mx) / 2.0);
-// vibrance
-	fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
-	fColour = max(vec3(0.0), fColour + vec3(lift));
-	return fColour;
-}
-
-
-uniform ivec4 uf_remappedPS[1];
-
-layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-uniform vec2 uf_fragCoordScale;
-highp float lineRand(vec2 co)
-{
-	highp float a = 12.9898;
-	highp float b = 78.233;
-	highp float c = 43758.5453;
-	highp float dt = dot(co.xy, vec2(a, b));
-	highp float sn = mod(dt, 3.14);
-	return fract(sin(sn) * c);
-}
-
-int clampFI32(int v)
-{
-if( v == 0x7FFFFFFF )
-	return floatBitsToInt(1.0);
-else if( v == 0xFFFFFFFF )
-	return floatBitsToInt(0.0);
-return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
-}
-float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
-void main()
-{
-vec4 R0f = vec4(0.0);
-vec4 R1f = vec4(0.0);
-vec4 R127f = vec4(0.0);
-float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
-vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
-float PS0f = 0.0, PS1f = 0.0;
-vec4 tempf = vec4(0.0);
-float tempResultf;
-int tempResulti;
-ivec4 ARi = ivec4(0);
-bool predResult = true;
-vec3 cubeMapSTM;
-int cubeMapFaceId;
-R0f = passParameterSem0;
-
-R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.xy)*0.015));
-//R0f.xyz = R0f.xyz - (lineRand(gl_FragCoord.xy)*0.1);
-// 0
-R0f.xyz = contrasty(R0f.xyz);
-R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
-R127f.x = clamp(R127f.x, 0.0, 1.0);
-R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
-R127f.y = clamp(R127f.y, 0.0, 1.0);
-PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x);
-PV0f.z = clamp(PV0f.z, 0.0, 1.0);
-R1f.w = 1.0;
-// 1
-tempResultf = log2(PV0f.z);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS1f = tempResultf;
-// 2
-R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
-tempResultf = log2(R127f.y);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS0f = tempResultf;
-// 3
-R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
-tempResultf = log2(R127f.x);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS1f = tempResultf;
-// 4
-R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
-PS0f = exp2(R127f.z);
-// 5
-R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
-PS1f = exp2(R127f.w);
-// 6
-R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
-PS0f = exp2(R127f.x);
-// 7
-R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
-R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
-// export
-//R1f = vec4(pow(R1f.xyz, vec3(1. / gammaPostExposure)), 1.0);
-
-passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w)*postExposure;
-}
diff --git a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/7b9f05b2bd8f3b71_0000000000000079_ps.txt b/Workarounds/XenobladeX_AdjustableBrightnessNvidia/7b9f05b2bd8f3b71_0000000000000079_ps.txt
deleted file mode 100644
index d59a9296..00000000
--- a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/7b9f05b2bd8f3b71_0000000000000079_ps.txt
+++ /dev/null
@@ -1,97 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-#extension GL_ARB_separate_shader_objects : enable
-// shader 7b9f05b2bd8f3b71
-//skell cockpit brigthtness fix + minor colour tweak to balance broken bloom
-const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
-const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. 
-const float gamma = 0.93; // 1.0 is neutral  
-const float vibrance = 0.3175;  // 0.0 is neutral  
-const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail 
-
-
-uniform ivec4 uf_remappedPS[1];
-layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-uniform vec2 uf_fragCoordScale;
-
-
-vec3 contrasty(vec3 colour) {
-	vec3 fColour = (colour.xyz);
-
-	fColour = clamp(exposure * fColour, 0.0, 1.0);
-	fColour = pow(fColour, vec3(1.0 / gamma));
-	float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
-	float mn = min(min(fColour.r, fColour.g), fColour.b);
-	float mx = max(max(fColour.r, fColour.g), fColour.b);
-	float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
-	vec3 lightness = vec3((mn + mx) / 2.0);
-	// vibrance
-	fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
-	fColour = max(vec3(0.0), fColour - vec3(crushContrast));
-	return fColour;
-}
-
-int clampFI32(int v)
-{
-if( v == 0x7FFFFFFF )
-	return floatBitsToInt(1.0);
-else if( v == 0xFFFFFFFF )
-	return floatBitsToInt(0.0);
-return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
-}
-float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
-void main()
-{
-vec4 R0f = vec4(0.0);
-vec4 R126f = vec4(0.0);
-vec4 R127f = vec4(0.0);
-float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
-vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
-float PS0f = 0.0, PS1f = 0.0;
-vec4 tempf = vec4(0.0);
-float tempResultf;
-int tempResulti;
-ivec4 ARi = ivec4(0);
-bool predResult = true;
-vec3 cubeMapSTM;
-int cubeMapFaceId;
-R0f = passParameterSem0;
-R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
-// 0
-R0f.xyz = contrasty(R0f.xyz);
-
-backupReg0f = R0f.x;
-backupReg1f = R0f.w;
-PV0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x));
-R127f.y = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].x));
-R127f.z = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[0].x));
-R0f.w = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
-// 1
-tempResultf = log2(PV0f.x);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS1f = tempResultf;
-// 2
-R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
-tempResultf = log2(R127f.z);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS0f = tempResultf;
-// 3
-R126f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
-tempResultf = log2(R127f.y);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS1f = tempResultf;
-// 4
-R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
-R0f.x = exp2(R127f.w);
-PS0f = R0f.x;
-// 5
-R0f.y = exp2(R126f.w);
-PS1f = R0f.y;
-// 6
-R0f.z = exp2(R127f.x);
-PS0f = R0f.z;
-// export
-passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*postExposure;
-}
diff --git a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/rules.txt b/Workarounds/XenobladeX_AdjustableBrightnessNvidia/rules.txt
deleted file mode 100644
index 697be092..00000000
--- a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/rules.txt
+++ /dev/null
@@ -1,6 +0,0 @@
-[Definition]
-titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
-name = Brightness Workaround NVIDIA
-path = "Xenoblade Chronicles X/Workarounds/NVIDIA Brightness"
-description = Slightly less overbright/dark. Edit shader for preference.
-version = 3
\ No newline at end of file
diff --git a/Workarounds/XenobladeX_AdjustableBrightnessAMD/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workarounds/XenobladeX_Brightness/3cc7e98f78c258b4_00000000000003ca_ps.txt
similarity index 91%
rename from Workarounds/XenobladeX_AdjustableBrightnessAMD/3cc7e98f78c258b4_00000000000003ca_ps.txt
rename to Workarounds/XenobladeX_Brightness/3cc7e98f78c258b4_00000000000003ca_ps.txt
index 3f20dec0..523384d3 100644
--- a/Workarounds/XenobladeX_AdjustableBrightnessAMD/3cc7e98f78c258b4_00000000000003ca_ps.txt
+++ b/Workarounds/XenobladeX_Brightness/3cc7e98f78c258b4_00000000000003ca_ps.txt
@@ -5,11 +5,11 @@
 // changes here in turn "breaks" bloom as they over or under expose depending on day/night 
 
 //old contrasty, or just copy paste clarity
-const float gamma = 0.93; // 1.0 is neutral  
-const float exposure = 0.32; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
-const float vibrance = 0.318;  // 0.0 is neutral  
-const float lift = 0.002; // 0.0 is neutral. loss of shadow detail 
-const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. 
+const float gamma = $gamma; // 1.0 is neutral  
+const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
+const float vibrance = $vibrance;  // 0.0 is neutral  
+const float lift = $lift; // 0.0 is neutral. loss of shadow detail 
+const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up. 
 
 vec3 contrasty(vec3 colour){
 	vec3 fColour = (colour.xyz);
diff --git a/Workarounds/XenobladeX_AdjustableBrightnessAMD/7b9f05b2bd8f3b71_0000000000000079_ps.txt b/Workarounds/XenobladeX_Brightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt
similarity index 87%
rename from Workarounds/XenobladeX_AdjustableBrightnessAMD/7b9f05b2bd8f3b71_0000000000000079_ps.txt
rename to Workarounds/XenobladeX_Brightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt
index 3de62433..982057d5 100644
--- a/Workarounds/XenobladeX_AdjustableBrightnessAMD/7b9f05b2bd8f3b71_0000000000000079_ps.txt
+++ b/Workarounds/XenobladeX_Brightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt
@@ -3,11 +3,11 @@
 #extension GL_ARB_separate_shader_objects : enable
 // shader 7b9f05b2bd8f3b71
 //skell cockpit brigthtness fix + minor colour tweak to balance broken bloom
-const float exposure = 0.32; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
-const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. 
-const float gamma = 0.93; // 1.0 is neutral  
-const float vibrance = 0.3175;  // 0.0 is neutral  
-const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail 
+const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
+const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up. 
+const float gamma = $gamma; // 1.0 is neutral  
+const float vibrance = $vibrance;  // 0.0 is neutral  
+const float crushContrast = $crushContrast; // 0.0 is neutral. loss of shadow detail 
 
 
 uniform ivec4 uf_remappedPS[1];
diff --git a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/bd74794730fc559a_00000000ff249249_ps.txt b/Workarounds/XenobladeX_Brightness/bd74794730fc559a_00000000ff249249_ps.txt
similarity index 99%
rename from Workarounds/XenobladeX_AdjustableBrightnessNvidia/bd74794730fc559a_00000000ff249249_ps.txt
rename to Workarounds/XenobladeX_Brightness/bd74794730fc559a_00000000ff249249_ps.txt
index e7fc52ab..28c32159 100644
--- a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/bd74794730fc559a_00000000ff249249_ps.txt
+++ b/Workarounds/XenobladeX_Brightness/bd74794730fc559a_00000000ff249249_ps.txt
@@ -3,7 +3,7 @@
 #extension GL_ARB_separate_shader_objects : enable
 // shader bd74794730fc559a
 //tweak glare, less J.J. Abrams 
-const float glare = 0.95; //reflection on skell, characters, metal objects etc
+const float glare = $glare; //reflection on skell, characters, metal objects etc
 uniform ivec4 uf_remappedPS[12];
 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 1280x720x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
diff --git a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workarounds/XenobladeX_Brightness/d936195db0dd8e7d_0000000000001e52_ps.txt
similarity index 92%
rename from Workarounds/XenobladeX_AdjustableBrightnessNvidia/d936195db0dd8e7d_0000000000001e52_ps.txt
rename to Workarounds/XenobladeX_Brightness/d936195db0dd8e7d_0000000000001e52_ps.txt
index 38da78e0..fbe12c8b 100644
--- a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/d936195db0dd8e7d_0000000000001e52_ps.txt
+++ b/Workarounds/XenobladeX_Brightness/d936195db0dd8e7d_0000000000001e52_ps.txt
@@ -6,11 +6,11 @@
 // changes here in turn "breaks" bloom as they over or under expose depending on day/night 
 
 //old contrasty, or just copy paste clarity
-const float gamma = 0.93; // 1.0 is neutral  
-const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
-const float vibrance = 0.318;  // 0.0 is neutral  
-const float lift = 0.002; // 0.0 is neutral. loss of shadow detail 
-const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. 
+const float gamma = $gamma; // 1.0 is neutral  
+const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
+const float vibrance = $vibrance;  // 0.0 is neutral  
+const float lift = $lift; // 0.0 is neutral. loss of shadow detail 
+const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up. 
 
 vec3 contrasty(vec3 colour){
 	vec3 fColour = (colour.xyz);
diff --git a/Workarounds/XenobladeX_Brightness/rules.txt b/Workarounds/XenobladeX_Brightness/rules.txt
new file mode 100644
index 00000000..d7ae2e36
--- /dev/null
+++ b/Workarounds/XenobladeX_Brightness/rules.txt
@@ -0,0 +1,26 @@
+[Definition]
+titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
+name = Brightness Workaround
+path = "Xenoblade Chronicles X/Workarounds/Brightness"
+description = Edit presets for preference.
+version = 3
+
+[Preset]
+name = AMD
+$crushContrast = 0
+$exposure = 0.32
+$gamma = 0.93
+$glare = 0.95
+$lift = 0.002
+$postExposure = 1.05
+$vibrance = 0.318
+
+[Preset]
+name = NVIDIA
+$crushContrast = 0.000
+$exposure = 0.52
+$gamma = 0.93
+$glare = 0.95
+$lift = 0.002
+$postExposure = 1.05
+$vibrance = 0.318