1) change shader system: look into fx files 2) tone mapping bloom (gaussian blur) use downsampling: first 4x4 to luminance then 3 times further to 1x1 use 3 new render render targets for this 3) mrt channels: 2 mrts: mrt 1: rgba color + emmissive / luminance mrt 2: world pos + projected depth mrt 3: normals + w coordinate mrt 4: flip-flop for mrt1 4) idea: donwsample color texture for ao 5) use depth formula on projected depth (or use linear depth) in order to combine ao + diffuse lookup into on texture lookup reorder mrts: mrt 1: rgba color + projected depth mrt 2: luminance mrt 3: normals + w coordinate mrt 4: flip-flop with mrt1 / store luminance after ssao 6) render sun disc