HASTE V47 — GARGANTUA GLSL TYPE FIX

Fixed a GLSL type mismatch in shaders/final.fsh. bhDiskColor() returns vec3, so its thermal color is now stored in a vec3 before multiplying by the accretion-disk intensity. This addresses the reported vec3-to-float narrowing and float-to-vec3 cast errors. All other shader behavior and files are unchanged from V46.
