PCSX AwO PS Vita post-processing shaders

The shaders in assets/postfx are adapted from:
DaedalusX64-vitaGL/Data/DaedalusX64/Shaders

All 12 original effects are retained. The vertex stages were adapted to use
clip-space coordinates for a viewport-limited pass over a GPU framebuffer.
The Daltonic shader's implicit float4-to-float3 argument casts were made
explicit. Compiled .gxp programs are embedded in eboot.bin for both VPK and
host0 development launches. CRT, FXAA, LCD 3x, Sharp Bilinear and Vignette
were adapted to the actual PS1 presentation viewport, including 4:3
letterboxing and High Octane's widescreen output. The USSE-optimized CRT
uses two texture reads; the separate CRT with Bleeding uses three to add
horizontal chroma spread. LCD 3x and Sharp Bilinear approximate their sine
patterns with triangular waves. FXAA uses a seven-tap edge filter, and
Daltonic uses precomputed matrices equivalent to its original color model.

The original source files retain their per-shader author and license comments.
FXAA's required binary redistribution notice follows.
/**
Basic FXAA implementation based on the code on geeks3d.com with the
modification that the texture2DLod stuff was removed since it's
unsupported by WebGL.
--
From:
https://github.com/mitsuhiko/webgl-meincraft
Copyright (c) 2011 by Armin Ronacher.
Some rights reserved.
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