In making a deferred shader that addresses some of the flaws of a deferred shader I have came across the idea of using a edge based blur filter to help with the lack of AA. This idea is particularly appealing because of the fact that I could also use it to do a motion based blur effect. The idea I have curently is this
- lighting and shadows are applyed
- a edge detection pass sets a MRT value to 1
- the blur pass sets the mrt value to the blur ammoutn / blur radius
- values are blurred based on the blur factor, this includes both edge detection and motion blur, and a possible DoF based factor.
My questions are, first is this a valid way to use the blur, and second, can anyone point me to a know fast and working method of doing the blur passes?