Pass a high-res texture and a low-res texture into a fragment shader, and output a new high-res texture

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A part of my game's post-process render pipeline:

  1. Downscale render to 25% size
  2. Do some post-processing on the downscaled image
  3. Pass both the image before step 1 and the image after step 2 into a GLSL fragment shader with effect.setTextureFromPostProcessOutput(...)
  4. Fragment shader outputs the low-res processed image overlaid on top of the original high-res render

Problem: The final render is pixelated. I guess the initial downscale made it so the shader doesn't use the higher-res input texture as the "base resolution"? What's going on here? How do I properly set fragment shader input textures of different resolutions in a post-processes?

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