why isnt the shadow map exposed to shaders?

is there a reason the directional light shadow map is not exposed to shaders?

and if not, is there any way we can get this changed in future godot versions?

i was wanting to make my own volumetric fog post processing shader (i dont like the built-in one), meaning ill need to be able to sample shadows at arbitrary points, not just at the given fragment. but this doesnt seem to be possible without editing and compiling the engine myself or rendering my own shadow map, which should be unnecessary given this feature already exists internally.

would also be nice to be able to take advantage of pssm splits and blending without reimplementing those features myself, as that would add to both development time and in-game performance.

ill look into compiling the engine myself, though it would be nice if this were possible within official godot builds.