Well, I've posed the problem before now, indeed Zak, I was going to tie it in with my SSAO map and then blur the two at the same time. I never got around to actually testing it however. Basically, the bleed from my SSAO seems pretty minimal using my current blurring method. So I wanted to test out the shadow map in the same way.
Not sure if it is of any use to you, but here you can see I'm storing the normals in the RGB of the deep map.
float3 Norm = tex2D(DeepSample, IN.UV).rgb;
float AO = tex2D(SSAOSample, IN.UV).r;
float Num = 1;
int Sam = 32;
for(int i = -Sam/2; i <= Sam/2; i+=1)
{
float2 nUV = float2(IN.UV + i * Direction.xy);
float Sample = tex2D(SSAOSample, nUV).r;
float3 sNorm = tex2D(DeepSample, nUV).rgb;
if(dot(Norm, sNorm) > 0.99)
{
Num += (Sam/2 - abs(i));
AO += Sample * (Sam/2 - abs(i));
}
}
return AO / Num;
I was essentially going to render the scene as white with just the shadows, then merge that target with the SSAO map creating a single map with both, blur it and then dump them both to the screen through the final SSAO composite shader. So they'd technically be screen-space shadows in the end I guess - they would be kind of ultra SSAO

.
Anyway, as I said, dunno if this helps at all. But perhaps it'll give you an idea. I'd be interested in seeing a solution if you work one out - or indeed if this one works. I really should get around to testing it.
Good luck man.