Refactor post-processing pipeline and centralize fullscreen logic
- Consolidated blur compute shaders with 2x downsampling support.
- Moved post-processing buffers (Bloom, SSAO, Blur) to half-resolution.
- Renamed combine-vs.sc to fullscreen-vs.sc and removed redundant vertex shaders.
- Introduced settings uniform to control AA, AO denoising, and Bloom.
- Disabled AA and Bloom by default for performance.
- Improved FPS label smoothing and fixed UI positioning.
I’m giving up on the blur algorithm for now. It feels like a huge waste of time. I could have implemented a bunch of game-related features and assets, but instead I spent it on AA, bloom, and AO denoising. I feel kind of bad about it. So I’ll keep the code for now but leave all the features disabled. I might revisit it later and find a more performant way to do blur with the same quality. I really like how the AA is looking, though—especially how it handles dithered transparency.