Doing Shadowmapping with directional light in an OpenGL 4.3 deferred renderer, and I've filled the depth map from the directional lights point of view like below - the directional light is to the right of the camera, looking left:
http://s21.postimg.org/8qx8wsaev/shadowmap2.png
The scene from the cameras point of view looks like this:
http://s21.postimg.org/ivvwmcszb/shadowmap1.png
Now my question is, how do I get the correct texture coordinates for the depth texture when doing the lighting pass for the directional light (from the cameras point of view)?