I tried to implement MSAA deferred lighting
on OpenGL 3.2 but texelFetch function give me problem
My video card is HD4670 with the latest 10.1 driver
#version 150 core
precision highp float;
uniform sampler2DMS normalTexture;
in vec2 intTexCoord;
.
.
.
for(int i=0;i<2;i++){
vec4 normalColor = texelFetch(normalTexture,intTexCoord,i);
}
the snippet of code above alway give me “texelFetch no overload function”
Thank in advance.