#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);
}
