I've added soft shadows to the engine. I use Percentage-Closer Soft Shadows (PCSS), described in this paper. It differs from regular PCF in that a "blocker-serach" step is used to approximate a shadow penumbra size. The estimated penumbra size is then used to control the filter size. It's not real penumbra shadows but it looks quite convincing.Believe it or not, but until now my engine had no support for normal mapping. Now it does. The dynamic indirect lighting is also affected by the normal maps.
Time for the screenshots:
Note the green light that is reflected from the wall (not visible) onto the scene.
The scene is also lit by an enviroment map.