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In case you want an example there is a tutorial you can follow with an excellent explaination of a blur(If you use an intensity extraction shader before you can use it for bloom :) ) algorithm as a post processing effect(In case you want an example): http://rastertek.com/dx11tut36.html
Also, can I be slightly unpopular and say that Ambient Occlusion in games sucks ass? It is a very subtle effect in real life, but in games it is way overblown, creating a big ugly aura of black death around every single ♥♥♥♥♥♥♥ object!
Post processing effect is a Vast things. ''ambient occlusion'' is a Light effect which applied at same time when 3D models are made Even before Texture and And Animations are Made.
Depth Of Fields are applied Before Rendering.
and Many of them are Just a Rendering Engine options (such as Unreal Engine / Unity Engine etc.), and applied automatically when the Scenes has been Rendered.
Vignette - makes me feel claustrophobic.
Ambient occlusion - makes everything look like it's floating.
I'm gonna bop you if you call it headbopping one more time.
Excessive depth of field, such as in Far Cry 3.