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Vulkan: extract volumetric fog pass to vk_volumetric_pass_compute.c
Move local spot/point shadow render passes, shadow matrix helpers, froxel compute dispatch, history copy, volumetric composite, SMAA subpasses, vk_reset_volumetric_history, and vk_volumetric_fog_pass out of vk.c. Keep vk_local_shadow_flip_matrix with the shadow view code. Update MSVC project and ARCHITECTURE.md. Co-authored-by: Tim Fox <timfox@outlook.com>
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docs/ARCHITECTURE.md

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│ │ ├── vk_draw_state.c/h Tess upload, vertex/index/descriptor/pipeline bind, draws (split from vk.c)
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│ │ ├── vk_volumetric_pipelines.c Volumetric fog / fluid / luminance / CBT / veg-wind pipeline setup (split from vk.c)
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│ │ ├── vk_volumetric_internal.c/h MSAA depth resolve, fluid sim dispatch, volumetric perf queries (split from vk.c)
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│ │ ├── vk_volumetric_pass_compute.c Local volumetric shadows, froxel compute, composite, SMAA (split from vk.c)
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│ │ ├── vk_fluidsim.c/h Fluid simulation module
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│ │ ├── vk_postfx.c/h PostFX (SSR, atmosphere, wind)
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│ │ ├── vk_flashlight.c/h Projected texture system

src/platform/win32/msvc2017/vulkan.vcxproj

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<ClCompile Include="..\..\..\renderers\vulkan\vk_draw_state.c" />
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<ClCompile Include="..\..\..\renderers\vulkan\vk_volumetric_pipelines.c" />
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<ClCompile Include="..\..\..\renderers\vulkan\vk_volumetric_internal.c" />
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<ClCompile Include="..\..\..\renderers\vulkan\vk_volumetric_pass_compute.c" />
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<ClCompile Include="..\..\..\renderers\vulkan\vk_device.c" />
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<ClCompile Include="..\..\..\renderers\vulkan\vk_flashlight.c" />
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<ClCompile Include="..\..\..\renderers\vulkan\vk_flares.c" />

src/platform/win32/msvc2017/vulkan.vcxproj.filters

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<ClCompile Include="..\..\renderers\vulkan\vk_volumetric_internal.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\renderers\vulkan\vk_volumetric_pass_compute.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\renderers\vulkan\vk_attachments.c">
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<Filter>Source Files</Filter>
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</ClCompile>

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