diff --git a/Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt b/Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt
new file mode 100644
index 00000000..7095485e
--- /dev/null
+++ b/Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt
@@ -0,0 +1,105 @@
+<?php
+include 'Source/functions.php';
+$fullWidth = $argv[1];
+$fullHeight = $argv[2];
+$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
+$scaleFactorY = always_decimal_format($fullHeight / 720.0);
+?>
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 44b73ce02e05c2e6
+// Self shadowing mask fix - v blur
+const float resXScale = <?=$scaleFactorX?>;
+const float resYScale = <?=$scaleFactorY?>;
+
+uniform ivec4 uf_remappedVS[1];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(location = 0) in uvec4 attrDataSem0;
+layout(location = 1) in uvec4 attrDataSem1;
+out gl_PerVertex
+{
+	vec4 gl_Position;
+	float gl_PointSize;
+};
+layout(location = 0) out vec4 passParameterSem0;
+layout(location = 1) out vec4 passParameterSem1;
+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 R126f = vec4(0.0);
+vec4 R127f = 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.xyz = attrDataSem0.xyz;
+attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
+attrDecoder.w = 0;
+R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
+attrDecoder.xy = attrDataSem1.xy;
+attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
+// 0
+backupReg0f = R1f.x;
+backupReg1f = R1f.y;
+R1f.x = backupReg0f;
+R1f.x *= 2.0;
+R1f.y = backupReg1f;
+R1f.y *= 2.0;
+R1f.z = intBitsToFloat(0xbf5fdfe0);
+R1f.w = 1.0;
+R127f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93) / resYScale;
+PS0f = R127f.x;
+// 1
+R126f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0) / resYScale;
+PV1f.x = R126f.x;
+R3f.y = R2f.y;
+R3f.z = R2f.x;
+R2f.w = R2f.y;
+PV1f.w = R2f.w;
+R2f.z = R2f.y + PS0f;
+PS1f = R2f.z;
+// 2
+R0f.x = R2f.x;
+R0f.y = R2f.y + -(R127f.x);
+R0f.z = PS1f;
+R0f.w = PV1f.w;
+R2f.z = R2f.y + PV1f.x;
+PS0f = R2f.z;
+// 3
+backupReg0f = R2f.y;
+backupReg0f = R2f.y;
+R2f.y = backupReg0f + -(R126f.x);
+R2f.w = backupReg0f;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+// export
+passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+// skipped export to semanticId 255
+}
diff --git a/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt b/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt
index e6b219ae..7570f81d 100644
--- a/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt
+++ b/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt
@@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
 #extension GL_ARB_texture_gather : enable
 #extension GL_ARB_shading_language_packing : enable
 // shader 93f16bf1d083933b
-// Self shadowing fix
+// Self shadowing mask fix - h blur
 // original shader dumped using cemu 1.11.0, BotW 1.3.1
 const float resXScale = <?=$scaleFactorX?>;
 const float resYScale = <?=$scaleFactorY?>;
@@ -72,10 +72,10 @@ R1f.y = backupReg1f;
 R1f.y *= 2.0;
 R1f.z = intBitsToFloat(0xbf5fdfe0);
 R1f.w = 1.0;
-R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93)/resXScale;
+R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93) / resXScale;
 PS0f = R127f.y;
 // 1
-R127f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0)/resXScale;
+R127f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0) / resXScale;
 PV1f.x = R127f.x;
 R4f.y = R2f.y;
 R4f.z = R2f.x;