More experiments with SSAO, just ambient occlusion and no lighting.
The landscape is built by merging cube geometries, distributed along a perlin noise function, orientated randomly along the normal, with variable scales.
The camera follows the same noise function.
All the cubes are rendered to a color buffer, a normal buffer and a position buffer. The SSAO shader creates the occlusion buffer. A combine shader darkens the color buffer with the ao value, and a final shader performs FXAA and other cosmetic changes.
There's a commented out DOF pass, but it was too much to run smoothly.