ping pong between same framebuffer two color attachments
Actually, GL_COLOR_BUFFER_BIT also need to be cleared

After creation of the framebuffer, draw buffer need to be set to:

glDrawBuffer(GL_COLOR_ATTACHMENT0);


and then after each swap:

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


instead of only 

glClear(GL_DEPTH_BUFFER_BIT);


To clear current attachment 0.
I don't really understand these clearing bits extensively but this seems to fix blinking "chess board" artifact.

Borders seems to be connected with motion blur shader.