-void R_Shadow_Volume(int numverts, int numtris, float *vertex, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, 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(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, const vec3_t modelorg);
+// light currently being rendered
+extern rtlight_t *r_shadow_rtlight;
+
+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_UpdateFromDLight(rtlight_t *rtlight, const 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);