i like the screenshots a lot! thanks for posting them.

Quote:

I also think (maybe a bit naiv but I try at least ) that it should be a simple per-pixel multiplication with the shadowmap on top of the normal-/specular-shaded pixel.


yes, it's that simple. i think the result won't be 100% realistic (but what is in games? ) since you would need to know which shadow belongs to which light to do correct specularity for example but this shouldn't be a big deal. you also have the same problem with dynamic shadows (like the current stencil shadows) if they just get overlaid after the whole scene got rendered already.