I'm currently not trying to do CSM at all, just a simple 1 shadow map approach to start from that and build upon if it works.
I've done this before in a forward approach which worked. Now there must be something different doing it in a fullscreen quad, when reconstructing the world position in the pixel shader. Any ideas ?
There's not really a lot of deferred shadow mapping with directional light tutorials out there :/
Update: I think I'm slowly getting somewhere (or not...):
I've updated the code on my first post.