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iOS: Port the optimized software anisotropic filter to the Vulkan shader
Add the PCSX2 PR PCSX2#14465 sample_c_af anisotropic-filter function to the
Vulkan tfx.glsl and wire it into sample_c, gated on
PS_ANISOTROPIC_FILTERING > 1.
This fixes a silent no-op on the Vulkan backend: GSRendererHW already
sets PS_ANISOTROPIC_FILTERING from GSConfig.MaxAnisotropy for triangles
and hardware sampler anisotropy is disabled, so the shader path is the
active AF implementation — but the iOS Vulkan shader had no handler for
the macro, so anisotropic filtering did nothing. With sample_c_af in
place the setting takes effect, using the optimized early-isotropic-
fallback / cheaper-math form from PR PCSX2#14465.
Bumps SHADER_CACHE_VERSION 103 -> 104 so the Vulkan disk cache
invalidates and the new shader compiles. Metal is unaffected (it loads
a build-time metallib with no disk shader cache); the Metal AF path
remains a future item since upstream never produced a validated MSL
transcription of this shader.
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