macOS port: build, rendering, daemon, and mining fixes
Build & setup: - Fix setup.sh and build.sh for macOS (bundle daemon, xmrig, sapling params, asmap.dat into .app) - Fix CMakeLists.txt libsodium linking for macOS - Fix incbin.h to use __DATA,__const section on macOS - Remove vendored libsodium-1.0.18 source tree (use fetch script instead) - Remove prebuilt-binaries/xmrig (replaced by xmrig-hac) - Add .DS_Store to .gitignore Rendering & UI: - Use GLSL #version 150 and OpenGL 3.2 Core Profile on macOS - Force dpiScale=1.0 on macOS to fix Retina double-scaling - Set default window/UI opacity to 100% on Mac/Linux - Add scroll fade shader guard for macOS GL compatibility - Add ImGui error recovery around render loop and mining tab Daemon & bootstrap: - Fix getDragonXDataDir() to return ~/Library/Application Support/Hush/DRAGONX/ on macOS - Fix isPortInUse() with connect() fallback (no /proc/net/tcp on macOS) - Increase daemon watchdog timeout from 3s to 15s - Add daemon status indicator (colored dot + label) in wizard bootstrap phases Mining tab: - Fix EmbeddedDaemon::getMemoryUsageMB() crash on macOS (was using Linux /proc) - Fix XmrigManager::getMemoryUsageMB() to use ps on macOS instead of /proc - Restructure RenderMiningTab with wrapper pattern for exception safety - Fix default pool URL to include port (pool.dragonx.is:3433)
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@@ -110,7 +110,11 @@ struct ScrollFadeShader {
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#ifdef DRAGONX_HAS_GLAD
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static constexpr const char* kFadeVS_130 =
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#ifdef __APPLE__
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"#version 150\n"
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#else
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"#version 130\n"
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#endif
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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@@ -124,7 +128,11 @@ struct ScrollFadeShader {
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"}\n";
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static constexpr const char* kFadeFS_130 =
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#ifdef __APPLE__
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"#version 150\n"
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#else
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"#version 130\n"
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#endif
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"uniform sampler2D Texture;\n"
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"uniform float u_fadeTopY;\n"
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"uniform float u_fadeBottomY;\n"
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