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/weight_texture_qcom.glsl
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lib/All/SPIRV-Reflect/tests/glsl/weight_texture_qcom.glsl
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#version 450
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#extension GL_QCOM_image_processing : require
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layout(set = 0, binding = 0) uniform texture2D inTex;
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layout(set = 0, binding = 3) uniform sampler linearSampler;
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layout(set = 0, binding = 1) uniform texture2DArray kernelTex;
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layout(set = 0, binding = 4) uniform sampler weightSampler;
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layout(location = 0) out vec4 fragColor;
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layout(location = 0) in vec2 uv;
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void main()
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{
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vec4 _32 = textureWeightedQCOM(sampler2D(inTex, linearSampler), uv, sampler2DArray(kernelTex, weightSampler));
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fragColor = _32;
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}
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