Rework API graphique Vulkan - EnTT pour ECS + Chargement modèle 3D assimp + SDL3 pour events input et fenetre + mesh texture camera transform ok + attention tous les assets nouveaus ne sont pas commités et il y a du code test en dur dans scene addentity + restructuration globale
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36
lib/All/SPIRV-Reflect/tests/glsl/buffer_handle_6.glsl
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36
lib/All/SPIRV-Reflect/tests/glsl/buffer_handle_6.glsl
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#version 450
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#extension GL_EXT_buffer_reference : require
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#extension GL_ARB_enhanced_layouts : require
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#extension GL_EXT_nonuniform_qualifier : require
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#extension GL_KHR_shader_subgroup_arithmetic : require
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layout(row_major) uniform;
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layout(row_major) buffer;
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struct BDAGlobals_t_0 {
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vec4 g_vTest;
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vec4 g_vTest2;
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};
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layout(buffer_reference, std430, buffer_reference_align = 16) readonly buffer BufferPointer_BDAGlobals_t_0_1 {
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BDAGlobals_t_0 _data;
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};
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struct GlobalsBDAPushConstant_t_0 {
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BufferPointer_BDAGlobals_t_0_1 g_GlobalsBDAPerStage_0[6];
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};
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layout(push_constant)
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layout(std140) uniform _S2 {
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BufferPointer_BDAGlobals_t_0_1 g_GlobalsBDAPerStage_0[6];
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} g_GlobalsBDAPushConstant_0;
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struct PS_OUTPUT_0 {
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vec4 vColor_1;
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};
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layout(location = 0) out vec4 _S149;
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void main() {
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_S149 = g_GlobalsBDAPushConstant_0.g_GlobalsBDAPerStage_0[0]._data.g_vTest;
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return;
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}
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