feat(gpu): afegir suport SPIRV (Vulkan) per Linux/Windows

- Nou: shaders/sprite.vert|frag, postfx.vert|frag, ball.vert (GLSL)
- Nou: cmake/spv_to_header.cmake — converteix .spv → uint8_t C header
- CMakeLists.txt: bloc non-Apple troba glslc, compila GLSL → SPIRV en
  build-time i genera headers embeguts a build/generated_shaders/
- gpu_context.cpp: MSL|METALLIB en Apple, SPIRV en la resta
- gpu_pipeline.cpp: createShaderSPIRV() + branques #ifdef __APPLE__
  per sprite/ball/postfx pipelines
- Corregeix crash a engine.cpp:821 (Windows/Linux) causat per pipelines
  null quan init() fallava en no trobar suport MSL

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-20 09:47:36 +01:00
parent 5c0d0479ad
commit 6ffe7594ab
9 changed files with 201 additions and 5 deletions

24
shaders/postfx.frag Normal file
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#version 450
layout(location=0) in vec2 v_uv;
layout(location=0) out vec4 out_color;
layout(set=2, binding=0) uniform sampler2D scene;
layout(set=3, binding=0) uniform PostFXUniforms {
float vignette_strength;
float chroma_strength;
float scanline_strength;
float time;
} u;
void main() {
float ca = u.chroma_strength * 0.005;
vec4 color;
color.r = texture(scene, v_uv + vec2( ca, 0.0)).r;
color.g = texture(scene, v_uv).g;
color.b = texture(scene, v_uv - vec2( ca, 0.0)).b;
color.a = texture(scene, v_uv).a;
float scan = 0.85 + 0.15 * sin(v_uv.y * 3.14159265 * 720.0);
color.rgb *= mix(1.0, scan, u.scanline_strength);
vec2 d = v_uv - vec2(0.5, 0.5);
float vignette = 1.0 - dot(d, d) * u.vignette_strength;
color.rgb *= clamp(vignette, 0.0, 1.0);
out_color = color;
}