Checkpoint 1: implement native subsystems and begin the gameplay manual
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// Build-time HLSL compatibility fixture: compiled by the same Slang toolchain.
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[[vk::binding(0, 0)]] RWStructuredBuffer<float4> outputValues;
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[numthreads(1, 1, 1)]
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void compatibilityMain(uint3 id : SV_DispatchThreadID) {
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outputValues[id.x] = float4(0.25, 0.5, 0.75, 1.0);
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}
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