That picture is REAL but its my PPI in 1.2 using an edited version of your PPI grid (edited colour and radial blurs, softened text etc) so it shows up as orange on the red background...
I removed the RANGE and the RANGE NUMBERS too using anvarts SH4controller.act as a guide...
I copied the original 1.3 shader into 1.2:
Original 1.3 PPIRadarPS.fx
float Fade:register(c0);
float Intensity:register(c1);
sampler map: register(s0);
sampler grid: register(s1);
sampler noise: register(s2);
sampler fadetex: register(s3);
struct PS_IN
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};
float4 main( PS_IN In ) : COLOR
{
// compute blurred color
float4 blur=0;
int N = 7;
float R = 0.08;
float Rcolor = 0.005;
blur = tex2D(map, In.Tex0);
for(int i=0;i<N;i++)
{
float angle = i*2*3.1419265/N;
float2 coordblur = In.Tex0 + float2(cos(angle),sin(angle))*R;
float2 coordcolor = In.Tex0 + float2(cos(angle),sin(angle))*Rcolor;
blur += tex2D(map, coordblur);
blur += tex2D(fadetex, coordcolor);
}
blur/=(2*N+1);
blur = pow(blur,1.7);
//blur = pow(max(0,(blur-0.2)*1.3+0.2),2);
//blur.rb+=pow(blur.g,8);
//float4 noise=tex2D(noise,In.Tex2*4)*Intensity;
float4 color = tex2D(fadetex,In.Tex0);
//color.rb+=pow(color.g,8);
float4 ret=color;//+blur*0.25;
ret.rb+=pow(ret.g,16);
ret=pow(ret,1.5);
ret = ret+blur*3;
ret.rgb = ret.gbr * float3(1.15, 1, 1);
return ret * (0.5 + Intensity*0.5);
/*
color=color+(noise.r-0.5f)*0.5f;
float4 grid=tex2D(grid,In.Tex1);
color=lerp(color,grid,grid.a);
return color;
*/
}
EDITED VERSION:
float Fade:register(c0);
float Intensity:register(c1);
sampler map: register(s0);
sampler grid: register(s1);
sampler noise: register(s2);
sampler fadetex: register(s3);
struct PS_IN
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};
float4 main( PS_IN In ) : COLOR
{
// compute blurred color
float4 blur=0;
int N = 7;
float R = 0.04;
float Rcolor = 0.004;
blur = tex2D(map, In.Tex0);
for(int i=0;i<N;i++)
{
float angle = i*2*3.1419265/N;
float2 coordblur = In.Tex0 + float2(cos(angle),sin(angle))*R;
float2 coordcolor = In.Tex0 + float2(cos(angle),sin(angle))*Rcolor;
blur += tex2D(map, coordblur);
blur += tex2D(fadetex, coordcolor);
}
blur/=(2*N+1);
blur = pow(blur,1.8);
//blur = pow(max(0,(blur-0.2)*1.3+0.2),2);
//blur.rb+=pow(blur.g,8);
//float4 noise=tex2D(noise,In.Tex2*4)*Intensity;
float4 color = tex2D(fadetex,In.Tex0)+tex2D(grid,In.Tex1);
//color.rb+=pow(color.g,8);
float4 ret=color;//+blur*0.6;
ret.rb+=pow(ret.g,16);
ret=pow(ret,1.4);
ret = ret+blur*3;
ret.rgb = ret.gbr * float3(1.2, 1, 1);
return ret * (0.5 + Intensity*0.85);
/*
color=color+(noise.r-0.5f)*0.5f;
float4 grid=tex2D(grid,In.Tex1);
color=lerp(color,grid,grid.a);
return color;
*/
}
HIGHLIGHTED in yellow is the main change:
Basically the same edit you guys used to get the PPI grid to show.. I think you could do the same in 1.3 and get it to show again but there is the new grid lines, which may interfere, and I don't know how to remove them...
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