#version 450 // Vulkan GLSL fragment shader — Nearest-neighbour upscale pass // Used as the first render pass when supersampling is active. // Compile: glslc upscale.frag -o upscale.frag.spv // xxd -i upscale.frag.spv > ../../source/core/rendering/sdl3gpu/upscale_frag_spv.h layout(location = 0) in vec2 v_uv; layout(location = 0) out vec4 out_color; layout(set = 2, binding = 0) uniform sampler2D scene; void main() { out_color = texture(scene, v_uv); }