Depth-render to cubemap

Atm I only see in the GLSL spec:

vec4 shadow1D (sampler1DShadow sampler,
vec3 coord [, float bias] )
vec4 shadow2D (sampler2DShadow sampler,
vec3 coord [, float bias] )
vec4 shadow1DProj (sampler1DShadow sampler,
vec4 coord [, float bias] )
vec4 shadow2DProj (sampler2DShadow sampler,
vec4 coord [, float bias] )
vec4 shadow1DLod (sampler1DShadow sampler,
vec3 coord, float lod)
vec4 shadow2DLod (sampler2DShadow sampler,
vec3 coord, float lod)
vec4 shadow1DProjLod(sampler1DShadow sampler,
vec4 coord, float lod)
vec4 shadow2DProjLod(sampler2DShadow sampler,
vec4 coord, float lod)

Ofc I miss much the shadowCubeXXXXX versions… So for the next OpenGL version you could implement them HW-accelerated too pls.

Depth Cube Maps are currently not supported. And personally I doubt that they will be supported in future because I think that shadow mapping will be done using floating point textures.