I'm implementing soft shadows using SAVSM as described in https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch08.html
I almost got everything working, but I hit a bit of a snag. I'm currently passing the SAT texture to the shader, along with the original VSM buffer that is used for blocker depth estimation. However, that buffer is antialiased (because it is rendered together with VSM buffer, which benefits from multisampling), which means depth values along edges are non-sensical. It gets even worse once I start sampling multiple texels for depth estimation.
Is it not possible to use MSAA with this technique at all (aside from rendering the shadowmap twice), or is it okay to ignore this and have some inaccuracy in penumbra size?
Here's what my depth map looks like with MSAA (left) and average blocker depth (right). Shadow texel edges are marked in black.