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/texel_buffer.glsl
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lib/All/SPIRV-Reflect/tests/glsl/texel_buffer.glsl
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#pragma shader_stage(vertex)
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layout (set = 0, binding = 1) uniform isamplerBuffer texel_buffer_i;
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layout (set = 0, binding = 2) uniform samplerBuffer texel_buffer_f;
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void main() {
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int i = texelFetch(texel_buffer_i, gl_InstanceIndex).x;
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float f = texelFetch(texel_buffer_f, gl_InstanceIndex).x;
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gl_Position = vec4(i, f, 0, 1);
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}
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