So I spent a while overhauling the IO system in the Engine. This came about from me having to write the same IO code over and over again when I was loading a file from a different file system.
The solution was to spend some time ripping out all the boilerplate code and replace it with abstracted filesystem code that leaves the data retrieval to the implementer. This allows me to centralise the processing of the information and only having to write the code once.
With the solution being short but time-consuming I wanted something else to show off, so I expanded the shader functionality in the engine with a few extra variable types. With this, I was able to play with the lighting a bit to get the following shadow effects.
A bit short but hopefully it will be enough to sate the curiosity.