// Dynamic resolution upscale pass.
//
// Bilinear-samples the scaled intermediate colour texture and writes it to
// the native-resolution surface. The pipeline is compiled for the surface's
// target_format so no manual colour-space conversion is required.
//
// Group 0, binding 0 : intermediate colour texture (at render_scale resolution)
// Group 0, binding 1 : linear-clamp sampler
@group(0) @binding(0) var t_colour: texture_2d<f32>;
@group(0) @binding(1) var s_linear: sampler;
struct VertexOut {
@builtin(position) pos: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOut {
// Fullscreen triangle: (-1,-1), (3,-1), (-1,3).
let x = f32((vi & 1u) * 2u);
let y = f32((vi >> 1u) * 2u);
var out: VertexOut;
out.pos = vec4<f32>(x * 2.0 - 1.0, 1.0 - y * 2.0, 0.0, 1.0);
out.uv = vec2<f32>(x, y);
return out;
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
return textureSample(t_colour, s_linear, in.uv);
}