diff --git a/Workaround/XCX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XCX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt
index 4ced3adb..f7f14ff3 100644
--- a/Workaround/XCX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt
+++ b/Workaround/XCX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt
@@ -1,7 +1,15 @@
 #version 420
 #extension GL_ARB_texture_gather : enable
-const float bloomFactor = 0.64; // 0.33 recommended for AMD, 0.64 recommended for NVIDIA
-// shader 3cc7e98f78c258b4
+// shader 3cc7e98f78c258b4 // XBX brightness issue workaround
+
+//Bit more contrast, should be simlar to Wiiu 
+const float topCutoff = 0.4; // Upper limit  around .5 
+const float bottomCutoff = 0.9; // 1.0 is neutral. Lower less dark, less contrast mixed. 
+const float gamma = 0.9; // 1.0 is neutral
+const float exposure = 1.0; // 1.0 is neutral
+const float vibrance = 0.108;  // 0.0 is neutral  
+const float crushContrast = 0.0002; // 0.0 is neutral. 
+
 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
@@ -33,31 +41,31 @@ bool predResult = true;
 vec3 cubeMapSTM;
 int cubeMapFaceId;
 R0f = passParameterSem0;
-R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
+R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
 // 0
 R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
-R127f.x = clamp(R127f.x, 0.0, 1.0);
+R127f.x = clamp((R127f.x*topCutoff), 0.0, 1.0);
 R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
-R127f.y = clamp(R127f.y, 0.0, 1.0);
+R127f.y = clamp((R127f.y*topCutoff), 0.0, 1.0);
 PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x);
-PV0f.z = clamp(PV0f.z, 0.0, 1.0);
+PV0f.z = clamp((PV0f.z*topCutoff), 0.0, 1.0);
 R1f.w = 1.0;
 // 1
 tempResultf = log2(PV0f.z);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; // -3.40282347E+38F
 PS1f = tempResultf;
 // 2
-R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
+R127f.z = PS1f*bottomCutoff * intBitsToFloat(0x3ee8ba2e); //
 tempResultf = log2(R127f.y);
 if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
 PS0f = tempResultf;
 // 3
-R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
+R127f.w = PS0f*bottomCutoff * intBitsToFloat(0x3ee8ba2e); /// 
 tempResultf = log2(R127f.x);
 if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
 PS1f = tempResultf;
 // 4
-R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
+R127f.x = PS1f *bottomCutoff* intBitsToFloat(0x3ee8ba2e);
 PS0f = exp2(R127f.z);
 // 5
 R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
@@ -69,5 +77,17 @@ PS0f = exp2(R127f.x);
 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
-passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+vec3 fColour = (R1f.xyz);
+fColour = max(vec3(0.0), fColour - vec3(crushContrast));
+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);
+
+passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R1f.w);
 }