Flawed Place gBuffer offers flawed lighting fixtures/shadowing DirectX hlsl

I am seeking to put into effect shadowmapping with a deferred renderer, however I’m having some problems with my place gBuffer. See code and pictures on Stack overflow:
[https://stackoverflow.com/questions/75712484/incorrect-positions-in-deferred-shading-in-directx](https://stackoverflow.com/questions/75712484/incorrect-positions-in-deferred-shading-in-directx)



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