the soft shadows look nice! i don't have such nice filtering in my pssm implementation yet. but the screen space ambient occlusion could be left away in my opinion.

redphoenix: you don't have to combine the maps and you don't have to do multipass rendering like in the opengl demo (i don't even know if this would be easily possible with a7). in the shader you can find the correct shadow map for each pixel by simply checking the distance from the camera.