diff --git a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt
index bf3daaf9..8e84c38d 100644
--- a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt
+++ b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt
@@ -54,9 +54,7 @@ void main()
 	vec3 cubeMapSTM;
 	int cubeMapFaceId;
 	R0f = passParameterSem0;
-	vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added
-	R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found. 
-
+	
 								  // 0
 	R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
 	R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
diff --git a/Source/XenobladeX/91f557914ed24b44_00000000000003c9_ps.txt b/Source/XenobladeX/91f557914ed24b44_00000000000003c9_ps.txt
deleted file mode 100644
index f5d63300..00000000
--- a/Source/XenobladeX/91f557914ed24b44_00000000000003c9_ps.txt
+++ /dev/null
@@ -1,72 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 91f557914ed24b44 
-// re-alignt off axis bloom  
-//To-do  Re-do whole chain with centered viewport values. 
-uniform ivec4 uf_remappedPS[1];
-layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5376000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 1) in vec4 passParameterSem1;
-layout(location = 2) in vec4 passParameterSem2;
-layout(location = 0) out vec4 passPixelColor0;
-uniform vec2 uf_fragCoordScale;
-const float repositionBloom = 1.00225;
-int clampFI32(int v)
-{
-if( v == 0x7FFFFFFF )
-	return floatBitsToInt(1.0);
-else if( v == 0xFFFFFFFF )
-	return floatBitsToInt(0.0);
-return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
-}
-float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
-void main()
-{
-vec4 R0f = vec4(0.0);
-vec4 R1f = vec4(0.0);
-vec4 R2f = vec4(0.0);
-float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
-vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
-float PS0f = 0.0, PS1f = 0.0;
-vec4 tempf = vec4(0.0);
-float tempResultf;
-int tempResulti;
-ivec4 ARi = ivec4(0);
-bool predResult = true;
-vec3 cubeMapSTM;
-int cubeMapFaceId;
-R0f = passParameterSem0;
-R1f = passParameterSem1;
-R2f = passParameterSem2;
-vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added
-R2f.xy = R2f.xy * scaleFactor;// re-align bloom.. hack until issue source is found. 
-
-R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
-R2f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
-// 0
-tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
-PV0f.x = tempf.x;
-PV0f.y = tempf.x;
-PV0f.z = tempf.x;
-PV0f.w = tempf.x;
-// 1
-PV1f.y = -(R0f.x) + PV0f.x;
-// 2
-PV0f.x = max(PV1f.y, -(PV1f.y));
-// 3
-PV1f.w = R0f.y * PV0f.x;
-PV1f.w = clamp(PV1f.w, 0.0, 1.0);
-// 4
-tempResultf = log2(PV1f.w);
-if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
-PS0f = tempResultf;
-// 5
-PV1f.y = PS0f * intBitsToFloat(uf_remappedPS[0].w);
-// 6
-PS0f = exp2(PV1f.y);
-// 7
-R2f.w = PS0f * intBitsToFloat(uf_remappedPS[0].z); //sharpen
-// export
-passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
-}
diff --git a/Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt b/Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt
new file mode 100644
index 00000000..e493a653
--- /dev/null
+++ b/Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt
@@ -0,0 +1,61 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader 9dc2d340255dee89 //aligment vs
+const float constvs = 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 = 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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
+void main()
+{
+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;
+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 = R2f.x;
+backupReg1f = R2f.y;
+R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + (intBitsToFloat(uf_remappedVS[0].z)/constvs));
+R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + (intBitsToFloat(uf_remappedVS[0].w)/constvs));
+// export
+gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+// export
+passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
+// 0
+}
diff --git a/Source/XenobladeX/b3fb199c73caa796_00000000000003c9_ps.txt b/Source/XenobladeX/b3fb199c73caa796_00000000000003c9_ps.txt
deleted file mode 100644
index 74b780ea..00000000
--- a/Source/XenobladeX/b3fb199c73caa796_00000000000003c9_ps.txt
+++ /dev/null
@@ -1,215 +0,0 @@
-<?php
-include 'Source/functions.php';
-$fullWidth = $argv[1];
-$fullHeight = $argv[2];
-$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
-$scaleFactorY = always_decimal_format($fullHeight / 720.0);
-?>
-
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader b3fb199c73caa796 
-// open world and skell bloom. 
-// To-do - As long as brigntess fix is used, this will always be dodgy ..
-const float resScale = <?=$scaleFactorX?>;
-
-//const float resScale = 3.0;
-//const float exposure = 0.9;
-uniform ivec4 uf_remappedPS[4];
-layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
-layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
-layout(location = 0) in vec4 passParameterSem0;
-layout(location = 0) out vec4 passPixelColor0;
-uniform vec2 uf_fragCoordScale;
-
-
-//const float repositionBloom = 1.00125;
-//mattdesl MIT  - https://github.com/Jam3/glsl-fast-gaussian-blur
-vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
-	vec4 color = vec4(0.0);
-	vec2 off1 = vec2(1.3846153846) * direction;
-	vec2 off2 = vec2(3.2307692308) * direction;
-	color += texture2D(image, uv) * 0.2270270270;
-	color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
-	color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
-	color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
-	color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
-	return color;
-}
-int clampFI32(int v)
-{
-if( v == 0x7FFFFFFF )
-	return floatBitsToInt(1.0);
-else if( v == 0xFFFFFFFF )
-	return floatBitsToInt(0.0);
-return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
-}
-float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
-void main()
-{
-vec4 R0f = vec4(0.0);
-vec4 R1f = vec4(0.0);
-vec4 R2f = vec4(0.0);
-vec4 R3f = vec4(0.0);
-vec4 R4f = vec4(0.0);
-vec4 R5f = vec4(0.0);
-vec4 R6f = vec4(0.0);
-vec4 R7f = vec4(0.0);
-vec4 R123f = vec4(0.0);
-vec4 R124f = vec4(0.0);
-vec4 R125f = vec4(0.0);
-vec4 R126f = vec4(0.0);
-vec4 R127f = vec4(0.0);
-float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
-vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
-float PS0f = 0.0, PS1f = 0.0;
-vec4 tempf = vec4(0.0);
-float tempResultf;
-int tempResulti;
-ivec4 ARi = ivec4(0);
-bool predResult = true;
-vec3 cubeMapSTM;
-int cubeMapFaceId;
-R0f = passParameterSem0;
-// 0
-R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x)/resScale);
-R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
-R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[0].z) / resScale);
-R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[0].w) / resScale);
-// 1
-backupReg0f = R0f.x;
-backupReg1f = R0f.y;
-backupReg0f = R0f.x;
-backupReg1f = R0f.y;
-R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
-R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
-R1f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[1].z) / resScale);
-R1f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[1].w) / resScale);
-R2f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
-R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
-R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
-R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
-R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
-R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
-R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
-R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
-// 0
-PV0f.x = R2f.z + R3f.z;
-PV0f.y = R2f.y + R3f.y;
-PV0f.z = R2f.x + R3f.x;
-PV0f.w = R2f.w + R3f.w;
-// 1
-PV1f.x = PV0f.x + R4f.z;
-PV1f.y = PV0f.y + R4f.y;
-PV1f.z = PV0f.z + R4f.x;
-PV1f.w = PV0f.w + R4f.w;
-R127f.x = R6f.x + R7f.x;
-PS1f = R127f.x;
-// 2
-PV0f.x = PV1f.x + R5f.z;
-PV0f.y = PV1f.y + R5f.y;
-PV0f.z = PV1f.z + R5f.x;
-PV0f.w = PV1f.w + R5f.w;
-R127f.w = R6f.y + R7f.y;
-PS0f = R127f.w;
-// 3
-PV1f.x = PV0f.x * intBitsToFloat(uf_remappedPS[2].z);
-PV1f.y = PV0f.y * intBitsToFloat(uf_remappedPS[2].z);
-PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[2].z);
-PV1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[2].z);
-R127f.z = R6f.z + R7f.z;
-PS1f = R127f.z;
-// 4
-PV0f.x = max(PV1f.x, 0.0);
-PV0f.y = max(PV1f.y, 0.0);
-PV0f.z = max(PV1f.z, 0.0);
-PV0f.w = max(PV1f.w, 0.0);
-R126f.y = R6f.w + R7f.w;
-PS0f = R126f.y;
-// 5
-R6f.x = min(PV0f.x, 4.0);
-PV1f.x = R6f.x;
-R125f.y = min(PV0f.y, 4.0);
-PV1f.y = R125f.y;
-R126f.z = min(PV0f.z, 4.0);
-PV1f.z = R126f.z;
-R125f.w = min(PV0f.w, 4.0);
-R124f.x = R127f.x + R0f.x;
-PS1f = R124f.x;
-// 6
-PV0f.x = PV1f.z + -(intBitsToFloat(uf_remappedPS[2].x));
-PV0f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[3].x));
-PV0f.z = PV1f.z + -(intBitsToFloat(uf_remappedPS[3].x));
-PV0f.w = PV1f.x + -(intBitsToFloat(uf_remappedPS[3].x));
-R127f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[2].x));
-PS0f = R127f.y;
-// 7
-R127f.x = R6f.x + -(intBitsToFloat(uf_remappedPS[2].x));
-PV1f.y = max(PV0f.z, 0.0);
-PV1f.z = max(PV0f.y, 0.0);
-PV1f.w = max(PV0f.w, 0.0);
-R126f.x = max(PV0f.x, 0.0);
-PS1f = R126f.x;
-// 8
-backupReg0f = R127f.y;
-R125f.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),-0.0),vec4(PV1f.y,PV1f.z,PV1f.w,0.0));
-PV0f.x = R125f.x;
-PV0f.y = R125f.x;
-PV0f.z = R125f.x;
-PV0f.w = R125f.x;
-R127f.y = max(backupReg0f, 0.0);
-PS0f = R127f.y;
-// 9
-backupReg0f = R126f.y;
-backupReg1f = R127f.x;
-backupReg2f = R127f.w;
-R127f.x = R127f.z + R0f.z;
-R126f.y = backupReg0f + R0f.w;
-PV1f.z = max(backupReg1f, 0.0);
-R127f.w = backupReg2f + R0f.y;
-R126f.w = R126f.z * PV0f.x;
-PS1f = R126f.w;
-// 10
-tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),-0.0),vec4(R126f.x,R127f.y,PV1f.z,0.0));
-PV0f.x = tempf.x;
-PV0f.y = tempf.x;
-PV0f.z = tempf.x;
-PV0f.w = tempf.x;
-R124f.w = tempf.x;
-R127f.z = R125f.y * R125f.x;
-PS0f = R127f.z;
-// 11
-PV1f.x = R125f.w * R125f.x;
-PV1f.y = R6f.x * R125f.x;
-R125f.z = R127f.w + R1f.y;
-R127f.w = R127f.x + R1f.z;
-R0f.w = R126f.y + R1f.w;
-PS1f = R0f.w;
-// 12
-backupReg0f = R124f.x;
-R124f.x = (R125f.y * R124f.w + R127f.z);
-R125f.y = (R6f.x * R124f.w + PV1f.y);
-PV0f.z = backupReg0f + R1f.x;
-R123f.w = (R126f.z * R124f.w + R126f.w);
-PV0f.w = R123f.w;
-R127f.x = (R125f.w * R124f.w + PV1f.x);
-PS0f = R127f.x;
-// 13
-R125f.x = R127f.w * intBitsToFloat(uf_remappedPS[3].z);
-R126f.y = R125f.z * intBitsToFloat(uf_remappedPS[3].z);
-PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[3].z);
-R127f.w = R0f.w * intBitsToFloat(uf_remappedPS[3].z);
-PS1f = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].w));
-// 14
-PV0f.x = min(R127f.x, intBitsToFloat(uf_remappedPS[2].w));
-PV0f.y = min(R125f.y, intBitsToFloat(uf_remappedPS[2].w));
-PV0f.z = min(R124f.x, intBitsToFloat(uf_remappedPS[2].w));
-R0f.x = max(PV1f.z, PS1f);
-PS0f = R0f.x;
-// 15
-R0f.y = max(R126f.y, PV0f.z);
-R0f.z = max(R125f.x, PV0f.y);
-R0f.w = max(R127f.w, PV0f.x);
-// export
-passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
-}