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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lib/All/SPIRV-Reflect/tests/glsl/storage_buffer.glsl
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lib/All/SPIRV-Reflect/tests/glsl/storage_buffer.glsl
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#version 450
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#pragma shader_stage(compute)
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layout (local_size_x = 32, local_size_y = 1, local_size_z = 1) in;
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const int kArraySize = 64;
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layout(set = 0, binding = 0) buffer InputBuffer {
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float input_values[kArraySize];
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};
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layout(set = 0, binding = 1) buffer OutputBuffer {
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float output_values[kArraySize];
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};
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void main() {
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uint index = gl_GlobalInvocationID.x;
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output_values[index] = input_values[index];
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}
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