Deferred shading and VSM

Solved, forgot to attach a depth texture (since PCF i used only a depth and i was too quick when changing to VSM with RG32F )

Sorry for pointless post…

Hello, i have a depth error when i calculate the shadow texture coordinates only when trying VSM.

I am moving from PCF shadowing which worked great, i can also quickly do a test and change the sampler from sampler2D
to sampler2DShadow (skipping the 2 moments) just to verify that the shadow map is correct.

The shadow acne in screenshot is on purpose to illustrate, the non acne elimates the shadow completely

[ATTACH=CONFIG]1123[/ATTACH]

shader in summary

Shader used to store shadow map
basic variant:

moment1 = gl_FragCoord.z;
moment2 = moment1 * moment1;


vFragColor = vec2(moment1,moment2);

I have also tried…
GPU Gems 3 sample:

	vec3 pos = clipSpacePos.xyz/clipSpacePos.w;

	//add some offset to remove the shadow acne
//	pos.z += 0.001;	 ( i want acne for the test!)

	//get depth in 0 to 1 range
	float depth = (pos.z +1)*0.5; 

	//store the depth as first moment
	float moment1 = depth;
	

	
	//from chap 8 - GPU Gems 3
	float dx = dFdx(depth);
	float dy = dFdy(depth); 
	float moment2 = depth*depth + 0.25*(dx*dx + dy*dy);
	
	//store the first and second moment in the red and green channel of the output colour
	vFragColor = vec2(moment1,moment2);

Light shader stage:


       vec4 shadowCoord = shadowSpotView * vec4(fragment.ws_coord,1);
	shadowCoord.xyz /= shadowCoord.w;
	shadowCoord.xyz = shadowCoord.xyz * vec3 (0.5f) + vec3 (0.5f);

	if ( texture( ShadowMapSpot, shadowCoord.xy ).x  <  shadowCoord.z) {
			visible = 0.0f;
	}
// Yes i skipped the actual VSM on purpose!

Quick code sample on the c++ side

shadowSpotView = (shadow.projection * shadow.view)  * rb->cameraEntity()->inverseView();

As i mentioned in the shader code, i want to render the shadow acne as its a good demonstrate of what happens!

I have also written a quick forward renderer for a test and have zero issues there…

Any input is greatly appreciated