feat(shaders): sistema de shaders runtime amb presets externs
- Afegir GpuShaderPreset i ShaderManager per carregar shaders des de data/shaders/ - Implementar preset ntsc-md-rainbows (2 passos: encode + decode MAME NTSC) - Render loop multi-pass per shaders externs (targets intermedis R16G16B16A16_FLOAT) - cycleShader(): cicla OFF→PostFX natius→shaders externs amb tecla X - --shader <nom> per arrancar directament amb un preset extern - CMake auto-descubreix i compila data/shaders/**/*.vert/.frag → .spv - HUD F1 mostra 'Shader: <nom>' quan hi ha shader extern actiu Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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data/shaders/ntsc-md-rainbows/pass0_encode.frag
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data/shaders/ntsc-md-rainbows/pass0_encode.frag
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#version 450
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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// Adapted from mame_ntsc_encode.slang for SDL3 GPU / Vulkan SPIRV
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layout(location=0) in vec2 v_uv;
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layout(location=0) out vec4 FragColor;
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layout(set=2, binding=0) uniform sampler2D Source;
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layout(set=3, binding=0) uniform NTSCParams {
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float source_width;
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float source_height;
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float a_value;
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float b_value;
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float cc_value;
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float scan_time;
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float notch_width;
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float y_freq;
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float i_freq;
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float q_freq;
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float _pad0;
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float _pad1;
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} u;
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const float PI = 3.1415927;
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const float PI2 = PI * 2.0;
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void main() {
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vec2 source_dims = vec2(u.source_width, u.source_height);
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// p_value=1: one texel step per sub-sample (no horizontal stretch)
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vec2 PValueSourceTexel = vec2(1.0, 0.0) / source_dims;
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vec2 C0 = v_uv + PValueSourceTexel * vec2(0.00, 0.0);
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vec2 C1 = v_uv + PValueSourceTexel * vec2(0.25, 0.0);
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vec2 C2 = v_uv + PValueSourceTexel * vec2(0.50, 0.0);
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vec2 C3 = v_uv + PValueSourceTexel * vec2(0.75, 0.0);
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vec4 Cx = vec4(C0.x, C1.x, C2.x, C3.x);
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vec4 Cy = vec4(C0.y, C1.y, C2.y, C3.y);
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vec4 Texel0 = texture(Source, C0);
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vec4 Texel1 = texture(Source, C1);
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vec4 Texel2 = texture(Source, C2);
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vec4 Texel3 = texture(Source, C3);
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vec4 HPosition = Cx;
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vec4 VPosition = Cy;
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const vec4 YDot = vec4(0.299, 0.587, 0.114, 0.0);
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const vec4 IDot = vec4(0.595716, -0.274453, -0.321263, 0.0);
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const vec4 QDot = vec4(0.211456, -0.522591, 0.311135, 0.0);
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vec4 Y = vec4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
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vec4 I = vec4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
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vec4 Q = vec4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
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float W = PI2 * u.cc_value * u.scan_time;
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float WoPI = W / PI;
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float HOffset = u.a_value / WoPI;
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float VScale = u.b_value * source_dims.y / WoPI;
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vec4 T = HPosition + vec4(HOffset) + VPosition * vec4(VScale);
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vec4 TW = T * W;
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FragColor = Y + I * cos(TW) + Q * sin(TW);
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}
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