when sampling a multisampled texture, we have to use integer coordinates, i.e
ivec2 Texcoord = ivec2(textureSize(texsampler) * In.Texcoord);
vec4 color = texelFetch(texsampler, Texcoord, i); //i = sample, Texcoord is integer
instead of
vec4 color = texture(texsampler, txcooord); //txcoord is float between [0,1]
Why do we need exacty integer coordinates that map to every texel? Why cant my UV coordinates be float between 0.0 to 1.0. I am guessing this is related to the way a multisampled texture is stored in memory. But the whole idea is a little fuzzy to me.
I have seen a similar question here: Multisample texture sampling, but its not what I am looking for.