Camera space shadow mapping clip space issues

Hello, I have a minor issue where the shadow gets clipped for point lights only, spot lights works fine and I am not sure why.
Besides the clipping issue, the shadow is correct. The clipping artifact results in the shadow disappearing as a hard cut when i start point the viewport down, i added some NDC to remove it clipping by looking upwards that may give some hints.

If I change the shaders to work in world space, the point light shadow works fine. I compute the ShadowView with camera inverse (just like for spot lights etc)

Any input is greatly appreciated!

Depth pass is unchanged for world / camera space and is not included in the samples bellow.

From c++ (last multiplication is active only when I test in camera space versus world space that works fine)

// This code fills the glsl uniform ShadowPointView[index]
for (int sv = 0; sv < 6; ++sv) {
	shadowView[sv] = (ShadowBiasMatrix * pointProjection * view[sv]) * glm::inverse(m_camera->view());


“fs_in.vs_coords” are in camera space, pointViewPosition is multiplication by camera view (just like spot lights)

vec3 lightDirection = Light[0].pointViewPosition - fs_in.vs_coords;
float shadow = CalcShadowFactor(lightDirection);

Just to demonstrate my comment above, when i test in world space, multiplication of camera->view is removed.

for (auto & i : m_pointLights) {
		glm::vec3(m_camera->view() * glm::vec4(i->position, 1.0f)));

OK so code posted above I don’t think has any errors, in the CalcShadowFactor() I think I have missed some NDC conversion or similar…

float CalcShadowFactor(vec3 LightDirection)

	vec3 lightDirectionShadow = LightDirection;

	float axis[6];
	// Adding this line solved the shadow clipping when looking upwards in the scene 
        lightDirectionShadow = vec3(0.5) * + vec3(0.5); 
        lightDirectionShadow = lightDirectionShadow ;

	axis[0] = -lightDirectionShadow.x;
	axis[1] = lightDirectionShadow.x;
	axis[2] = -lightDirectionShadow.y;
	axis[3] = lightDirectionShadow.y;
	axis[4] = -lightDirectionShadow.z;
	axis[5] = lightDirectionShadow.z;

	int maxAxisID = 0;
	for(int i = 1; i < 6; i++) {
		if(axis[i] > axis[maxAxisID]) {
			maxAxisID = i;
	vec4 shadowCoord = ShadowPointView[maxAxisID] * vec4(fs_in.ws_coords,1); /= shadowCoord.w;
	shadowCoord.w = shadowCoord.z;// - shadowPointBias;
	shadowCoord.z = float(maxAxisID);

	float shadow = shadow2DArray(ShadowMap, shadowCoord).x;

	return shadow;	

Attached a file showing a teapot shadow starting to clip for illustration.