Thanks john_connor and GCIlements, I was not aware of this, actually it seems I was reading out of date information.
However I am still getting a non perfect result, just trying fbo + multisampled texture -> fullscreen quad to backbuffer.
I tried something like this for now:
uniform lowp sampler2DMS Tunit0;
mediump vec4 textureMultisample(in lowp sampler2DMS sampler, in mediump vec2 texc)
{
mediump ivec2 ipos = ivec2(floor(vec2(textureSize(sampler)) * texc));
mediump vec4 color = vec4(0.0);
for(int i = 0; i < 4; ++i)
{
color += texelFetch(sampler, ipos, i);
}
color /= 4.0;
return color;
}
void main()
{
Output = textureMultisample(Tunit0, OutTex.st);
//Output.r = 1.0;
}
Is this ok? or something else I am missing? because result looks as if there is no multisampling, but with the blit from same fbo to backbuffer it appears fine.