One thing I have noticed in the shader is that when I multiply by the combined light view and orthographic projection matrix for a specific frustum, the generated point is NOT in the range -1.0f to 1.0f in both the x and y.
This seems to be the problem. Isn't the projection matrix supposed to get the coordinates in these ranges? Has anyone else encountered this? Also if you do not think this is an issue won't it be an issue when the shadow map is sampled using these coordinates?
Thanks again for anyone's help