I have implemented a SSAO and I'm using a blur step to smooth it out. The problem is that the blurred texture is slightly displaced compared to the original. I'm blurring using a 4x4 kernel since that ...
There's a few (here, and here) gaussian blur tutorials out there suggesting that you can essentially cut the number of texture lookups in a gaussian blur shader in half by exploiting the GPU's ...
I made a motion blur using OpenGL immediate mode, basically it involves saving screen to texture, then rendering blended texture back (let's skip the details) with something like this: ...