From b254e944ab8d1b8729fa6d3dbf0dc186db8d4643 Mon Sep 17 00:00:00 2001
From: Alex Chirila <alexchirila87@gmail.com>
Date: Sat, 14 Oct 2017 01:03:09 +0300
Subject: [PATCH] [BotW] AO Fix and some AA Restore extra bits

---
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 .../0d6127fbed646d2b_0000000000000000_vs.txt  | 179 ++++++++++++++++++
 .../8cab2ed476b991ea_0000000000000000_vs.txt  |  85 +++++++++
 .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt  | 102 ++++++++++
 33 files changed, 4026 insertions(+)
 create mode 100644 Enthusiast/BreathOfTheWild_2880p/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Enthusiast/BreathOfTheWild_2880p/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Enthusiast/BreathOfTheWild_2880p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
 create mode 100644 Enthusiast/BreathOfTheWild_4320p/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Enthusiast/BreathOfTheWild_4320p/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Enthusiast/BreathOfTheWild_4320p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
 create mode 100644 Enthusiast/BreathOfTheWild_5760p/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Enthusiast/BreathOfTheWild_5760p/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Enthusiast/BreathOfTheWild_5760p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
 create mode 100644 Quality/BreathOfTheWild_1080p/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_1080p/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_1080p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
 create mode 100644 Quality/BreathOfTheWild_1080pUW/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_1080pUW/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_1080pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
 create mode 100644 Quality/BreathOfTheWild_1440p/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_1440p/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_1440p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
 create mode 100644 Quality/BreathOfTheWild_1440pUW/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_1440pUW/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_1440pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
 create mode 100644 Quality/BreathOfTheWild_1800p/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_1800p/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_1800p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
 create mode 100644 Quality/BreathOfTheWild_2160p/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_2160p/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_2160p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
 create mode 100644 Quality/BreathOfTheWild_2160pUW/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_2160pUW/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_2160pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
 create mode 100644 Quality/BreathOfTheWild_Switch/0d6127fbed646d2b_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_Switch/8cab2ed476b991ea_0000000000000000_vs.txt
 create mode 100644 Quality/BreathOfTheWild_Switch/a5b3a5e5ab2938bc_0000000000001e49_ps.txt

diff --git a/Enthusiast/BreathOfTheWild_2880p/0d6127fbed646d2b_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_2880p/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..8877db40
--- /dev/null
+++ b/Enthusiast/BreathOfTheWild_2880p/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 4.0;
+const float resYScale = 4.0;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Enthusiast/BreathOfTheWild_2880p/8cab2ed476b991ea_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_2880p/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..1f8a4a58
--- /dev/null
+++ b/Enthusiast/BreathOfTheWild_2880p/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 4.0;
+const float resYScale = 4.0;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Enthusiast/BreathOfTheWild_2880p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Enthusiast/BreathOfTheWild_2880p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..f9a9d4ad
--- /dev/null
+++ b/Enthusiast/BreathOfTheWild_2880p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 4.0;
+const float resYScale = 4.0;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Enthusiast/BreathOfTheWild_4320p/0d6127fbed646d2b_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_4320p/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..c0c821de
--- /dev/null
+++ b/Enthusiast/BreathOfTheWild_4320p/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 6.0;
+const float resYScale = 6.0;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Enthusiast/BreathOfTheWild_4320p/8cab2ed476b991ea_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_4320p/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..027f8276
--- /dev/null
+++ b/Enthusiast/BreathOfTheWild_4320p/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 6.0;
+const float resYScale = 6.0;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Enthusiast/BreathOfTheWild_4320p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Enthusiast/BreathOfTheWild_4320p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..b8bb6c4a
--- /dev/null
+++ b/Enthusiast/BreathOfTheWild_4320p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 6.0;
+const float resYScale = 6.0;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Enthusiast/BreathOfTheWild_5760p/0d6127fbed646d2b_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_5760p/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..ee77dc07
--- /dev/null
+++ b/Enthusiast/BreathOfTheWild_5760p/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 8.0;
+const float resYScale = 8.0;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Enthusiast/BreathOfTheWild_5760p/8cab2ed476b991ea_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_5760p/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..18f4474e
--- /dev/null
+++ b/Enthusiast/BreathOfTheWild_5760p/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 8.0;
+const float resYScale = 8.0;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Enthusiast/BreathOfTheWild_5760p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Enthusiast/BreathOfTheWild_5760p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..f829cddd
--- /dev/null
+++ b/Enthusiast/BreathOfTheWild_5760p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 8.0;
+const float resYScale = 8.0;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Quality/BreathOfTheWild_1080p/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1080p/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..5f5d84da
--- /dev/null
+++ b/Quality/BreathOfTheWild_1080p/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 1.5;
+const float resYScale = 1.5;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Quality/BreathOfTheWild_1080p/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1080p/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..6e097fac
--- /dev/null
+++ b/Quality/BreathOfTheWild_1080p/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 1.5;
+const float resYScale = 1.5;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Quality/BreathOfTheWild_1080p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_1080p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..e0dbda68
--- /dev/null
+++ b/Quality/BreathOfTheWild_1080p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 1.5;
+const float resYScale = 1.5;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Quality/BreathOfTheWild_1080pUW/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1080pUW/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..6b243450
--- /dev/null
+++ b/Quality/BreathOfTheWild_1080pUW/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.0;
+const float resYScale = 1.5;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Quality/BreathOfTheWild_1080pUW/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1080pUW/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..3af227f5
--- /dev/null
+++ b/Quality/BreathOfTheWild_1080pUW/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.0;
+const float resYScale = 1.5;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Quality/BreathOfTheWild_1080pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_1080pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..7680c7a1
--- /dev/null
+++ b/Quality/BreathOfTheWild_1080pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.0;
+const float resYScale = 1.5;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Quality/BreathOfTheWild_1440p/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1440p/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..596b58b6
--- /dev/null
+++ b/Quality/BreathOfTheWild_1440p/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.0;
+const float resYScale = 2.0;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Quality/BreathOfTheWild_1440p/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1440p/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..a4482179
--- /dev/null
+++ b/Quality/BreathOfTheWild_1440p/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.0;
+const float resYScale = 2.0;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Quality/BreathOfTheWild_1440p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_1440p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..8b497401
--- /dev/null
+++ b/Quality/BreathOfTheWild_1440p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.0;
+const float resYScale = 2.0;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Quality/BreathOfTheWild_1440pUW/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1440pUW/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..04412b18
--- /dev/null
+++ b/Quality/BreathOfTheWild_1440pUW/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.6875;
+const float resYScale = 2.0;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Quality/BreathOfTheWild_1440pUW/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1440pUW/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..9838233e
--- /dev/null
+++ b/Quality/BreathOfTheWild_1440pUW/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.6875;
+const float resYScale = 2.0;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Quality/BreathOfTheWild_1440pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_1440pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..d82cd88f
--- /dev/null
+++ b/Quality/BreathOfTheWild_1440pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.6875;
+const float resYScale = 2.0;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Quality/BreathOfTheWild_1800p/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1800p/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..179d6df1
--- /dev/null
+++ b/Quality/BreathOfTheWild_1800p/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.5;
+const float resYScale = 2.5;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Quality/BreathOfTheWild_1800p/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1800p/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..9637131d
--- /dev/null
+++ b/Quality/BreathOfTheWild_1800p/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.5;
+const float resYScale = 2.5;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Quality/BreathOfTheWild_1800p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_1800p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..a03291ac
--- /dev/null
+++ b/Quality/BreathOfTheWild_1800p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 2.5;
+const float resYScale = 2.5;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Quality/BreathOfTheWild_2160p/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_2160p/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..6d8b6e44
--- /dev/null
+++ b/Quality/BreathOfTheWild_2160p/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 3.0;
+const float resYScale = 3.0;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Quality/BreathOfTheWild_2160p/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_2160p/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..789d1f05
--- /dev/null
+++ b/Quality/BreathOfTheWild_2160p/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 3.0;
+const float resYScale = 3.0;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Quality/BreathOfTheWild_2160p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_2160p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..3ad3947a
--- /dev/null
+++ b/Quality/BreathOfTheWild_2160p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 3.0;
+const float resYScale = 3.0;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Quality/BreathOfTheWild_2160pUW/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_2160pUW/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..60a6b238
--- /dev/null
+++ b/Quality/BreathOfTheWild_2160pUW/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 4.0;
+const float resYScale = 3.0;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Quality/BreathOfTheWild_2160pUW/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_2160pUW/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..cd47b272
--- /dev/null
+++ b/Quality/BreathOfTheWild_2160pUW/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 4.0;
+const float resYScale = 3.0;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Quality/BreathOfTheWild_2160pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_2160pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..47e9fe32
--- /dev/null
+++ b/Quality/BreathOfTheWild_2160pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 4.0;
+const float resYScale = 3.0;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Quality/BreathOfTheWild_Switch/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_Switch/0d6127fbed646d2b_0000000000000000_vs.txt
new file mode 100644
index 00000000..9e8c7cf6
--- /dev/null
+++ b/Quality/BreathOfTheWild_Switch/0d6127fbed646d2b_0000000000000000_vs.txt
@@ -0,0 +1,179 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 0d6127fbed646d2b
+// AO Fix
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 1.25;
+const float resYScale = 1.25;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem5;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
+ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
+int PS0i = 0, PS1i = 0;
+ivec4 tempi = ivec4(0);
+float tempResultf;
+int tempResulti;
+ivec4 ARi = ivec4(0);
+bool predResult = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y))));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+// skipped export to semanticId 255
+// 0
+R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R125i.z;
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y)));
+PV1i.x = R123i.x;
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+R1i.z = uf_remappedVS[4].y;
+R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale);
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale);
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x)));
+R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x));
+R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z));
+PS0i = R124i.z;
+// 3
+R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z)));
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y)));
+PS1i = R127i.w;
+// 4
+backupReg0i = R126i.w;
+PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x));
+R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x)));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i)));
+R3i.z = PV1i.w;
+PS0i = R3i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z)));
+R3i.w = R127i.z;
+R4i.z = R127i.y;
+PS1i = R4i.z;
+// 6
+R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25);
+R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25);
+R1i.z = R126i.w;
+R4i.w = R125i.x;
+R1i.w = PV1i.z;
+PS0i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
+}
diff --git a/Quality/BreathOfTheWild_Switch/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_Switch/8cab2ed476b991ea_0000000000000000_vs.txt
new file mode 100644
index 00000000..724c27bb
--- /dev/null
+++ b/Quality/BreathOfTheWild_Switch/8cab2ed476b991ea_0000000000000000_vs.txt
@@ -0,0 +1,85 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 8cab2ed476b991ea
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 1.25;
+const float resYScale = 1.25;
+
+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 = 1) out vec4 passParameterSem1;
+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);
+vec4 R2f = 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 = 1.0;
+R0f.w = R2f.x;
+PV0f.w = R0f.w;
+R0f.y = R2f.y;
+PS0f = R0f.y;
+// 1
+PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale);
+PV1f.x /= 2.0;
+PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale);
+PV1f.y /= 2.0;
+R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5);
+PS1f = R2f.x;
+// 2
+R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5);
+R2f.z = PV1f.y;
+R2f.w = PV1f.x;
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
+// export
+passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
+// export
+passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
+}
diff --git a/Quality/BreathOfTheWild_Switch/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_Switch/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
new file mode 100644
index 00000000..b05c4276
--- /dev/null
+++ b/Quality/BreathOfTheWild_Switch/a5b3a5e5ab2938bc_0000000000001e49_ps.txt
@@ -0,0 +1,102 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader a5b3a5e5ab2938bc
+// AARestore v2
+// original shader dumped using cemu 1.10.0f, BotW 1.3.1
+const float resXScale = 1.25;
+const float resYScale = 1.25;
+
+uniform ivec4 uf_remappedPS[3];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+layout(location = 0) out vec4 passPixelColor0;
+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 R123f = 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.w = (texture(textureUnitPS1, R0f.xy).x);
+R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = -(R2f.w) + R0f.w;
+PV0f.y = -(R2f.w) + R0f.z;
+PV0f.z = -(R2f.w) + backupReg0f;
+PV0f.w = -(R2f.w) + backupReg1f;
+PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
+// 1
+R127f.x = max(PV0f.w, -(PV0f.w));
+PV1f.y = max(PV0f.z, -(PV0f.z));
+R127f.z = max(PV0f.y, -(PV0f.y));
+R127f.w = max(PV0f.x, -(PV0f.x));
+PS1f = 1.0 / PS0f;
+// 2
+R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
+R127f.y = PV1f.y * -(1.0);
+R126f.z = floor(R1f.y);
+R125f.w = floor(R1f.x);
+PV0f.w = R125f.w;
+PS0f = PV1f.y * -(1.0);
+// 3
+tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+R126f.w = tempf.x;
+R126f.y = R1f.x + -(PV0f.w);
+PS1f = R126f.y;
+// 4
+tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
+PV0f.x = tempf.x;
+PV0f.y = tempf.x;
+PV0f.z = tempf.x;
+PV0f.w = tempf.x;
+PS0f = R1f.y + -(R126f.z);
+// 5
+R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
+R123f.x = clamp(R123f.x, 0.0, 1.0);
+PV1f.x = R123f.x;
+R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
+R123f.y = clamp(R123f.y, 0.0, 1.0);
+PV1f.y = R123f.y;
+// 6
+PV0f.z = R126f.z + PV1f.x;
+PV0f.w = R125f.w + PV1f.y;
+// 7
+R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
+R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}