Override the paint signal of
      ClutterText and use the CoglPango API to paint the
      PangoLayout of the actor with the color of the
      shadow at a given offset.

The ClutterText class provides an actor that transforms the PangoLayout object into an element of the Clutter scene graph. The underlying layout is painted, though, through a subset of the Cogl API, called CoglPango.
It is possible to paint PangoLayout created by a
      ClutterText by invoking
      cogl_pango_render_layout():
void
cogl_pango_render_layout (PangoLayout *layout,
                          int          x_offset,
                          int          y_offset,
                          CoglColor   *text_color,
                          int          flags);This function will paint the layout at the given offsets using the provided color.
The cogl_pango_render_layout()
      function will only work with PangoLayouts created by
      Clutter.
Since the shadow of the text is literally the same text but painted
      with a different color and at an offset, we can use the
      paint signal of ClutterText to paint
      the shadow, and then let ClutterText paint its contents on
      top:
static void
_text_paint_cb (ClutterActor *actor)
{
  ClutterText *text = CLUTTER_TEXT (actor);
  /* Get the PangoLayout that the Text actor is going to paint... */
  PangoLayout *layout;
  layout = clutter_text_get_layout (text);
  /* ... Create the color of the shadow... */
  /* ... Finally, render the Text layout at a given
   * offset using the color of the shadow
   */
  cogl_pango_render_layout (layout,
                            SHADOW_X_OFFSET, SHADOW_Y_OFFSET,
                            &color, 0);
}Note that we are using the PangoLayout of the
      ClutterText because the ClutterText actor
      always keeps an updated layout internally. It is, however, possible for
      any ClutterActor to create a PangoLayout using
      clutter_actor_create_pango_layout(), and then paint
      that layout using cogl_pango_render_layout() in
      their implementation of the paint virtual
      function.
Example 6.1. Creating a shadow of a text
          #include <stdlib.h>
#include <cogl/cogl.h>
#include <cogl-pango/cogl-pango.h>
#include <clutter/clutter.h>
#define SHADOW_X_OFFSET         3
#define SHADOW_Y_OFFSET         3
static void
_text_paint_cb (ClutterActor *actor)
{
  PangoLayout *layout;
  guint8 real_opacity;
  CoglColor color;
  ClutterText *text = CLUTTER_TEXT (actor);
  ClutterColor text_color = { 0, };
  /* Get the PangoLayout that the Text actor is going to paint */
  layout = clutter_text_get_layout (text);
  /* Get the color of the text, to extract the alpha component */
  clutter_text_get_color (text, &text_color);
  /* Composite the opacity so that the shadow is correctly blended */
  real_opacity = clutter_actor_get_paint_opacity (actor)
               * text_color.alpha
               / 255;
  /* Create a #ccc color and premultiply it */
  cogl_color_init_from_4ub (&color, 0xcc, 0xcc, 0xcc, real_opacity);
  cogl_color_premultiply (&color);
  /* Finally, render the Text layout at a given offset using the color */
  cogl_pango_render_layout (layout, SHADOW_X_OFFSET, SHADOW_Y_OFFSET, &color, 0);
}
int
main (int argc, char *argv[])
{
  ClutterActor *stage;
  ClutterActor *text;
  if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
    return 1;
  stage = clutter_stage_new ();
  clutter_stage_set_title (CLUTTER_STAGE (stage), "Text shadow");
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
  text = clutter_text_new ();
  clutter_text_set_text (CLUTTER_TEXT (text), "Hello, World!");
  clutter_text_set_font_name (CLUTTER_TEXT (text), "Sans 64px");
  clutter_actor_add_constraint (text, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
  clutter_actor_add_constraint (text, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
  g_signal_connect (text, "paint", G_CALLBACK (_text_paint_cb), NULL);
  clutter_container_add (CLUTTER_CONTAINER (stage), text, NULL);
  clutter_actor_show (stage);
  clutter_main ();
  return EXIT_SUCCESS;
}