The shadows are made with Sothhs technique:
[Shader-less Shadows)
I take no credit for that (the only improvement I’ve made is to give it more blur and set a higher fov for the projection camera).
The default sizes for the buffers are kind of big 2x 2048x2048 for the terrain textures and a 1024x1024 for the shadows… the shadows go through common filters blur/sharpen, the diffuse texture through my tiny replace-alpha shader (this time via FilterManager) …I see no way this could work on a Intel GMA, maybe with the recent 3000HD.
Looks like I really need to write some fallback code.