postfx: eliminat l'uniform oversample i vestigis de supersampling/Lanczos mai implementats
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+2006
-2063
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@@ -26,8 +26,8 @@ struct PostFXUniforms {
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// vec4 #2
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float pixel_scale;
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float time;
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float oversample;
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float flicker;
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float pad2;
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// vec4 #3 — paràmetres de scanlines exposats al preset YAML
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float scan_dark_ratio;
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float scan_dark_floor;
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@@ -39,8 +39,7 @@ namespace Rendering {
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// Backend GPU basat en SDL3 GPU API (Vulkan/SPIR-V a Linux i Windows,
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// Metal/MSL a macOS). Pipeline únic: CPU framebuffer → transfer buffer →
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// scene texture → PostFX pass → swapchain. Sense supersampling, sense
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// CrtPi i sense Lanczos (reservats per a fases següents).
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// scene texture → PostFX pass → swapchain.
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//
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// Marcat `final` perquè el destructor crida cleanup() (que és virtual);
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// sense final, clang-tidy avisa de dispatch virtual durant destrucció.
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@@ -102,8 +101,8 @@ namespace Rendering {
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.bleeding = 0.0F,
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.pixel_scale = 1.0F,
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.time = 0.0F,
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.oversample = 1.0F,
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.flicker = 0.0F,
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.pad2 = 0.0F,
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// Defaults canònics: 2/3 brillant + 1/3 fosca, brillantor 42%, suavitzat complet (1 px físic).
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.scan_dark_ratio = 0.333F,
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.scan_dark_floor = 0.42F,
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