I think the plan is to expose framebuffers in Godot 3.1/4.0 when Vulkan rendering backend is added, or at least that is what I gather from this issue on the GitHub repository.
From what little experience I have with OpenGL, I think when framebuffers are exposed you should be able to get the normal vectors from the rendered image for post processing. In theory, once framebuffers are exposed all sorts of custom post processing shaders should be possible.
Edit: According to this issue, access to the normal buffer will be available in Godot 3.1/4.0 :smile: