diff --git a/Enhancement/XenobladeX_219_GUI/2716141e287247da_0000000000000000_vs.txt b/Enhancement/XenobladeX_219_GUI/2716141e287247da_0000000000000000_vs.txt
index 9b3c7107..c66ed3c0 100644
--- a/Enhancement/XenobladeX_219_GUI/2716141e287247da_0000000000000000_vs.txt
+++ b/Enhancement/XenobladeX_219_GUI/2716141e287247da_0000000000000000_vs.txt
@@ -2,7 +2,7 @@
 #extension GL_ARB_texture_gather : enable
 #extension GL_ARB_shading_language_packing : enable
 // shader 2716141e287247da
-//transport heat waves
+//transport heat waves, desert
 uniform ivec4 uf_remappedVS[21];
 uniform vec2 uf_windowSpaceToClipSpaceTransform;
 layout(location = 0) in uvec4 attrDataSem0;
@@ -1288,7 +1288,7 @@ gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(
 // export
 passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
 // export
-passParameterSem1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+passParameterSem1 = vec4(intBitsToFloat(R1i.x) *(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
 // export
 passParameterSem2 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.y), intBitsToFloat(R7i.z), intBitsToFloat(R7i.w));
 // export
diff --git a/Enhancement/XenobladeX_219_GUI/72387b8c3f18030f_0000000000000000_vs.txt b/Enhancement/XenobladeX_219_GUI/72387b8c3f18030f_0000000000000000_vs.txt
new file mode 100644
index 00000000..e1526951
--- /dev/null
+++ b/Enhancement/XenobladeX_219_GUI/72387b8c3f18030f_0000000000000000_vs.txt
@@ -0,0 +1,65 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 72387b8c3f18030f
+//align heat shimmer fx
+const float resScale = 8.0; //magic value, don't scale
+uniform ivec4 uf_remappedVS[1];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(location = 0) in uvec4 attrDataSem0;
+out gl_PerVertex
+{
+	vec4 gl_Position;
+	float gl_PointSize;
+};
+layout(location = 0) out vec4 passParameterSem0;
+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);
+uvec4 attrDecoder;
+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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
+attrDecoder.xy = attrDataSem0.xy;
+attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
+// 0
+PV0f.x = -(R1f.y);
+PV0f.x /= 2.0;
+PV0f.y = R1f.x;
+PV0f.y /= 2.0;
+R1f.z = 0.0;
+R1f.w = 1.0;
+// 1
+PV1f.z = PV0f.x + 0.5;
+PV1f.w = PV0f.y + 0.5;
+// 2
+R0f.x = PV1f.w + intBitsToFloat(uf_remappedVS[0].x)/ resScale;
+R0f.y = PV1f.z + intBitsToFloat(uf_remappedVS[0].y)/ resScale;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+// export
+passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
+// 0
+}
diff --git a/Enhancement/XenobladeX_219_GUI/a225baec4db6d89e_0000000000000000_vs.txt b/Enhancement/XenobladeX_219_GUI/a225baec4db6d89e_0000000000000000_vs.txt
index 00f1115e..23e579b0 100644
--- a/Enhancement/XenobladeX_219_GUI/a225baec4db6d89e_0000000000000000_vs.txt
+++ b/Enhancement/XenobladeX_219_GUI/a225baec4db6d89e_0000000000000000_vs.txt
@@ -3,6 +3,7 @@
 #extension GL_ARB_separate_shader_objects : enable
 #extension GL_ARB_shading_language_packing : enable
 // shader a225baec4db6d89e
+//flying trails desert
 uniform ivec4 uf_remappedVS[27];
 uniform vec2 uf_windowSpaceToClipSpaceTransform;
 layout(location = 0) in uvec4 attrDataSem0;
@@ -1374,8 +1375,11 @@ R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(uf_re
 // 14
 R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_remappedVS[19].w)));
 }
+float origRatio = 1.777f;
+float newRatio = 2.370f;
+// *(origRatio / newRatio)
 // export
-gl_Position = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+gl_Position = vec4(intBitsToFloat(R4i.x) *(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
 // export
 passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
 // export