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Shadowmap compression?

When using static lighting I have noticed that Shadowmaps does not use compressed texture formats? Usual case is that there is only one stationary light(sun) and there is special optimization for this case.(single channel format g8) It would be great that engine would use BC4 format for this case.

Another addition would be BC5 texture format for cases where there are only two channels used. Should be quite trivial addition.