I've seen it, but this code is for now and special situations. It would be best for a one room/one dynamic light per level style game. In other words, it would work for an adventure game.
I'm also confused by jcl's answer in that post. The alpha cannot be set per entity when using stencil shadows, but it can for "stencil_shadow?" Is that not the same thing? The shadow shader he mentions is probably the soft shadow shader mentioned in forecast, and I don't really have any use for that unless I end up doing a test and getting good results.
I'm more concerned for backwards compatibility with older systems than having the latest/greatest features. I'd love to have an all next-gen lighting/shadow system, but that isn't going to work for someone with an old card. Perhaps, once I get this game in some kind of semi-finished state, I'll revisit the idea of including more advanced features, but I just want to get everything in order before that.
Anyway, I've received some feedback in regards to a multi-light version and will hopefully have it finished by the weekend.