Hello Kvadro,
I just had the chance to test the engine on a 9600 and have the same problem even with the latest drivers. The problem can be overcome by disabling PCF in the lightingUtils.txt shader:
Code:
float PCF( vec4 projShadow )
{
return shadow2D( shadowMap, projShadow.stp ).r;
}
But unfortunately I don't know why it isn't working correctly with the original code. First I thought the instruction limit would be exceeded but the shader log (see EngineLog.html) says everthing is fine and working in hardware. Hmm, strange, might be it is a driver bug which didn't appear in the last version because I hadn't been using depth textures for shadow maps before.