It copies the depthbuffer from the framebuffer to a texture and also includes a visualization for the depthbuffer when u set the mShowShadowMap boolean to true. It does not use OpenGL ES but I guess u should be able to easiely modify it for ES.
Re: using framebuffer Depth component as RGB texture
Thanks for the reply.
I have found a solution for my code above wich is working fine, the mistake on my program was the gluPerspective neacr clip distance, setting it with a mimimum value of 10.0 the DEPTH_component is get very well defined, inclusive using a small GL_LUMINANCE pixel format.