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Vulkan: extract volumetric/CBT/vegwind pipelines to vk_volumetric_pipelines.c
Move volumetric fog layouts, compute and composite pipelines, fluid sim compute, depth resolve, luminance, CBT terrain compute, and vegetation-wind buffer/descriptor setup out of vk.c. Declare vk_create_volumetric_pipelines in vk.h. Move VEGWIND_MAX_VERTS/STRIDE to vk.h for shared use. Include vk_postfx_params.h for VkLuminancePushConstants. Co-authored-by: Tim Fox <timfox@outlook.com>
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docs/ARCHITECTURE.md

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│ │ ├── vk_occlusion.c/h GPU occlusion queries + entity visibility buffer (split from vk.c)
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│ │ ├── vk_create_pipeline.c/h Vk_Pipeline_Def graphics pipeline factory + pipeline table lookup (split from vk.c)
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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_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_occlusion.c" />
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<ClCompile Include="..\..\..\renderers\vulkan\vk_create_pipeline.c" />
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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_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_draw_state.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\renderers\vulkan\vk_volumetric_pipelines.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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