I'm currently experimenting with
real 3D DOF+bokeh post processing. Apart from the scene quad color texture, it requires concurrent creation of a scene depth texture and, consequently, one more MSAA renderbuffer blit into a non-AA FBO.
I can't yet make out correct positioning of my focal point in 3D space (see the picture below). But what I can already tell you is that the shader is going to be heavy despite renderbuffer blitting being blazing superfast as compared to ordinary slow
glReadPixels(). The FPS rate drops 4 times lower than when rendered directly into an AA-unaware FBO.
This makes real time animation of complex models through genuine 3D, rather than fake 2D, post-processors highly problematic
unless we abandon MSAA in favor of non-AA FBOs with much faster programmatic CSAA and/or FXAA shader solutions used in all modern professional 3D engines for similar reasons.
