#version 330 core

// SPDX-FileCopyrightText:  2026-2026 The DOSBox Staging Team
// SPDX-License-Identifier: GPL-2.0-or-later

/*

#pragma name        IntegerUpscale
#pragma output_size Rendered

#pragma linear_filtering off

*/

#if defined(VERTEX)

layout (location = 0) in vec2 a_position;

out vec2 v_texCoord;

void main()
{
	gl_Position = vec4(a_position, 0.0, 1.0);
	v_texCoord  = vec2(a_position.x + 1.0, a_position.y + 1.0) / 2.0;
}

#elif defined(FRAGMENT)

in vec2 v_texCoord;

out vec4 FragColor;

uniform sampler2D INPUT_TEXTURE_0;

void main()
{
	FragColor = texture(INPUT_TEXTURE_0, v_texCoord);
}

#endif
