Hi Sebastian,

I never tested the color buffer approach for simple shadow mapping without 
filtering. I only used it to implement variance shadow mapping(a GL_RG32F 
texture stores the mean depth value and the variance). The implementation was 
significantly faster than percentage closer filtering with a hardware depth 
texture. But of corse that doesn't proof anything, as different techniques 
where used. Would be a good idea to test this.
I am not sure what you mean with, the hierarchical z-culling is removed? The 
standard depth buffer is still used for z-culling, only for shadow mapping a 
different one is used. Or do you mean this optimization is also used, when 
"sampler2DShadow" is used in the shader?

I was not aware of the GL_DEPTH32F_STENCIL8 format. This seems to be the 
perfect solution to precission issues.

Thank you!

Cheers,
Marcel

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