The normalmapping looks great

The shadows should be a bit darker and what I miss are soft edges

Because the lightview is always near to the camera and facing away from it, you
don´t have to care about antialiasing and are using just some basic
shadowmappingcode right?
How do you handle the normalmapping together with the projectionshader? Dou you
just place a pointlight at the lightsource and multiplicate the result with the
projected texture?
And than you just combine it with the shadowmapping, don´t you?
I am just interested because I thought about something like that just a few days
ago
