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Post-processing goodness #3

@cribalik

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@cribalik

There is a shader called post_processing_fragment_shader that's just waiting for some sweet post-processing action.

After all blocks are rendered, the entire screen is passed through that shader, which lets you access the normal vector, depth and color and each pixel (u_normal, u_color and u_depth) and outputs the final color that is shown on the screen. I recommend using the linearized depth value which is in the nice range of [0,1], instead of u_depth which is.. complicated.

So maybe implement some cool depth of field?
https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
Or maybe some nice bloom?
https://learnopengl.com/Advanced-Lighting/Bloom
Or some sweet sweet SSAO?
https://learnopengl.com/Advanced-Lighting/SSAO

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