diff --git a/Workaround/SuperMario3DWorld_Bloom/46575655811a12b7_0000000000000079_ps.txt b/Workaround/SuperMario3DWorld_Bloom/4102408f48cb6b94_0000000000000079_ps.txt
similarity index 86%
rename from Workaround/SuperMario3DWorld_Bloom/46575655811a12b7_0000000000000079_ps.txt
rename to Workaround/SuperMario3DWorld_Bloom/4102408f48cb6b94_0000000000000079_ps.txt
index 25b85443..09c4caca 100644
--- a/Workaround/SuperMario3DWorld_Bloom/46575655811a12b7_0000000000000079_ps.txt
+++ b/Workaround/SuperMario3DWorld_Bloom/4102408f48cb6b94_0000000000000079_ps.txt
@@ -1,8 +1,8 @@
 #version 420
 #extension GL_ARB_texture_gather : enable
 const float bloomFactor = 0.00;
-// shader 46575655811a12b7
-layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f0c000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+// shader 4102408f48cb6b94
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5229000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
 layout(location = 0) in vec4 passParameterSem0;
 layout(location = 1) in vec4 passParameterSem1;
 layout(location = 2) in vec4 passParameterSem2;
@@ -40,13 +40,13 @@ int cubeMapFaceId;
 R0f = passParameterSem0;
 R1f = passParameterSem1;
 R2f = passParameterSem2;
-R3f.xyzw = (texture(textureUnitPS0, R1f.yx).xyzw);
-R4f.xyzw = (texture(textureUnitPS0, R2f.yx).xyzw);
-R5f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
-R6f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
-R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
-R1f.xyzw = (texture(textureUnitPS0, R1f.zx).xyzw);
-R2f.xyzw = (texture(textureUnitPS0, R2f.zx).xyzw);
+R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+R4f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
+R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
+R6f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
+R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
+R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw);
+R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
 // 0
 PV0f.x = R3f.w * intBitsToFloat(0x3d8f0000);
 PV0f.y = R3f.z * intBitsToFloat(0x3d8f0000);