title: Tiled deferred shading without compute shader
body: <p>I'm building a deferred renderer and since I want to support a large amount of lights in the scene I've had a look at tiled deferred shading.</p>
  
  <p>The problem is that I have to target OpenGL 3.3 hardware and it doesn't support GLSL compute shaders.</p>
  
  <p>Is there a possibility to implement tiled deferred shading with normal shaders?</p>