Fixed a bug: The normals of the cubes were not sent to the GPU. Removed the indexing of the cubes to have 3 normals for each vertex, one for each face he belongs to.
Created the Blur FBO that will store the results of the SSAO pass and feed the third pass that will actually blur the results using a gaussian or bilateral filter.
Added the blur fragment shader
Added a new framebuffer for the blur step. Instead of this, maybe add another color attachment to the current FBO and render the results of the SSAO on that. Then its just a matter of feeding it ot the third stage.