Thanks for your nice words smile

ventilator, bmap_zbuffer somehow doesn´t really change the problem, it allows for higher resolution rendertargets but things are somehow still streched-.- although 512*512 works fine... I have to look some more into that...
With "Plug and Play" I meant that there was a paper with code attached and the paper described how to use the code. It basicly only means to copy that code on top of your shader and change the depthtest to their function with the parameters you would usually use for the depthtest. It then returns the greyscale shadow.
But there is also Hardware Shadowmapping on NVIDIA cards which seems to be that the graphicscard somehow notices that you want to create a shadow and also blurs it a little somehow... And I read that there is something similar for ATI cards or it is going to be there, don´t know :P