I am trying to get rid of an issue I have with "glowing" edges that has plagued my deferred renderer for a while. I have spent some time looking thru my lighting code and G Buffer Rendering Code, but can not find anything that stands out. This is what I am seeing:

Anyone have any idea where I should start looking? It definitely negatively affects the final image quality. I do use normal map and specular map sampling in my Gbuffer Shader, if that makes a difference. I can post code as well, just don't want to explode this thread with unnecessary code for my various .fx / c# code.
Note: This is using a single directional light that does not cast shadows, but does read normals/spec.







