-void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float projectdistance, int visiblevolume);
-void R_Shadow_VertexLight(int numverts, float *vertex, float *normals, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor);
-void R_Shadow_RenderLightThroughStencil(int numverts, int numtris, int *elements, vec3_t relativelightorigin, float *normals);
-void R_Shadow_ClearStencil(void);
+void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris);
+void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
+void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist);
+void R_Shadow_RenderMode_Begin(void);
+void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight);
+void R_Shadow_RenderMode_Reset(void);
+void R_Shadow_RenderMode_StencilShadowVolumes(void);
+void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent);
+void R_Shadow_RenderMode_VisibleShadowVolumes(void);
+void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent);
+void R_Shadow_RenderMode_End(void);
+void R_Shadow_SetupEntityLight(const entity_render_t *ent);
+
+// light currently being rendered
+extern rtlight_t *r_shadow_rtlight;
+
+// this is the location of the light in entity space
+extern vec3_t r_shadow_entitylightorigin;
+// this transforms entity coordinates to light filter cubemap coordinates
+// (also often used for other purposes)
+extern matrix4x4_t r_shadow_entitytolight;
+// based on entitytolight this transforms -1 to +1 to 0 to 1 for purposes
+// of attenuation texturing in full 3D (Z result often ignored)
+extern matrix4x4_t r_shadow_entitytoattenuationxyz;
+// this transforms only the Z to S, and T is always 0.5
+extern matrix4x4_t r_shadow_entitytoattenuationz;
+
+void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *vertex3f, const int *element3i);
+qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs);
+
+// these never change, they are used to create attenuation matrices
+extern matrix4x4_t matrix_attenuationxyz;
+extern matrix4x4_t matrix_attenuationz;
+
+rtexture_t *R_Shadow_Cubemap(const char *basename);
+
+extern dlight_t *r_shadow_worldlightchain;
+
+void R_Shadow_UpdateWorldLightSelection(void);
+
+extern rtlight_t *r_shadow_compilingrtlight;
+
+void R_RTLight_Update(dlight_t *light, int isstatic);
+void R_RTLight_Compile(rtlight_t *rtlight);
+void R_RTLight_Uncompile(rtlight_t *rtlight);
+
+void R_ShadowVolumeLighting(qboolean visible);
+
+int *R_Shadow_ResizeShadowElements(int numtris);
+
+extern int maxshadowmark;
+extern int numshadowmark;
+extern int *shadowmark;
+extern int *shadowmarklist;
+extern int shadowmarkcount;
+void R_Shadow_PrepareShadowMark(int numtris);