Posted new code which works with both GPU and CPU modes of shadow, toggled using the shadersneednicermodel variable. The reason the shader version is oriented wrong is that one of the frame (limbs) will be rotated 90 degrees at some point. At the moment shader shadows do not handle any sort of animation or frame hierarchy modification data. This will be done closer to U6, as the task is great and I suspect it best that animation also be done on the GPU in a combined animation+shadow shader. Much new work.
"Give a small fury creature some code, and it will be pleased for a day...Teach a small fury creature to code, and it will invade your planet and make slaves of you!"