I'm fairly new to OpenGL and trying to figure out how to add a post-processing stage to my scene rendering. What I believe I know so far is that I create an FBO, render the scene to that, and then I can render to the back buffer using my post-processing shader with the texture from the FBO as the input.
But where this goes beyond my knowledge is when multisampling gets thrown in. The FBO must be multisampled. That leaves two possibilities: 1. the post-process shader operates 1:1 on subsamples to generate the final multisampled screen output, or 2. the shader must resolve the multiple samples and output a single screen fragment for each screen pixel. How can these be done?