Quote: "I still suspect I've overlooked something simple somewhere. "
Well if you happen to find anything I would of course be pretty happy about it

. It's probably not the best shader to use for a global lighting solution, I wasn't aware that I wouldn't be able to adjust the cube map size very high when I decided to use that shader though. Should have tested it more first.
Quote: "I tried out the old code that you and Green Gandalf worked on, and the resolution was not bad. Now your man seems to have no shadow."
Objects closer to the light have much better shadows, because the camera renders them from the light source, objects further away from it are naturally smaller so the shader has less pixels to work with.
It's a quandary, all right.