Here is debug output for a single pixel whose position lies within the view frustum:
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// sampler2D g_SamplerMultiplier;
//
//
// Registers:
//
// Name Reg Size
// ------------------- ----- ----
// g_SamplerMultiplier s0 1
//
ps_2_0
dcl t0.xy // Input<4,5>
dcl_2d s0
texld r0, t0, s0 // ::SkyboxVisibilityPass_Pixel_Shader<0,1,2,3>
mov oC0, r0 // ::SkyboxVisibilityPass_Pixel_Shader<0,1,2,3>
// approximately 2 instruction slots used (1 texture, 1 arithmetic)
Registers:
oC0 (0.435, 0.435, 0.435, 1.000) float4
r0 (0.435, 0.435, 0.435, 1.000) float4
s0 float4
t0 (11.871, 8.631, 0.000, 0.000) float4
As you can see above, t0 is the Pos2 coordinates that i use to sample the texture...they are well above 1 ... the vertex they belong to is visible so this pixel should have valid normalized device coordinates. Are the coordinates being altered after leaving the vertex shader and arriving at the pixel shader?