I decided to forget gradient shadow mapping for variance shadow mapping. Where there are supposed to be shadows, there are definately shadows, but the rest is loaded with acne like when you don't do an offset in regular shadow mapping. Reading NVIDIA's variance shadow mapping whitepaper, it specifically mentions you don't need an offset. And when I try and add an offset anywhere in the process, instead of shadow acne, there are white spots all over. My implementation is pretty similar to the NVIDIA SDK sample, but my light is an orthographic one, so I can't just calculate distLight liek they do, so I set it as the pos.z. I think this may be the problem, but really don't know. Anyone else know?