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Which kind of sampler filter to use for post processing sampling?

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I've been implementing a post-proc pass in my framework but I don't really know which kind of sampler filter would be most effective.

This is in regard to sampling the scene rendered texture in my post process shader, any advice on which filter type (Point, Anisotropic, Linear etc) to use and why would be very much appreciated.

Apologies if this topic has been iterated over before, couldn't find anything on it personally.


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