+void R_Shadow_RenderShadowMeshVolume(shadowmesh_t *mesh);
+void R_Shadow_Stage_Begin(void);
+void R_Shadow_LoadWorldLightsIfNeeded(void);
+void R_Shadow_Stage_ShadowVolumes(void);
+void R_Shadow_Stage_LightWithShadows(void);
+void R_Shadow_Stage_LightWithoutShadows(void);
+void R_Shadow_Stage_End(void);
+int 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);
+
+typedef struct worldlight_s
+{
+ // saved properties
+ vec3_t origin;
+ vec3_t angles;
+ vec3_t color;
+ vec_t radius;
+ vec_t corona;
+ int drawshadows;
+ char *cubemapname;
+
+ // shadow volumes are done entirely in model space, so there are no matrices for dealing with them...
+
+ // note that the world to light matrices are inversely scaled (divided) by lightradius
+
+ // matrix for transforming world coordinates to light filter coordinates
+ //matrix4x4_t matrix_worldtolight;
+ // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes
+ // of attenuation texturing in full 3D (z result often ignored)
+ //matrix4x4_t matrix_worldtoattenuationxyz;
+ // this transforms only the Z to S, and T is always 0.5
+ //matrix4x4_t matrix_worldtoattenuationz;
+
+ // generated properties
+ vec3_t mins;
+ vec3_t maxs;
+ vec_t cullradius;
+ struct worldlight_s *next;
+ rtexture_t *cubemap;
+ int style;
+ int selected;
+
+ matrix4x4_t matrix_lighttoworld;
+ matrix4x4_t matrix_worldtolight;
+ matrix4x4_t matrix_worldtoattenuationxyz;
+ matrix4x4_t matrix_worldtoattenuationz;
+
+ // premade shadow volumes and lit surfaces to render
+ shadowmesh_t *meshchain_shadow;
+ shadowmesh_t *meshchain_light;
+
+ // used for visibility testing
+ int numclusters;
+ int *clusterindices;
+}
+worldlight_t;
+
+extern worldlight_t *r_shadow_worldlightchain;
+
+void R_Shadow_UpdateWorldLightSelection(void);
+
+void R_Shadow_DrawStaticWorldLight_Shadow(worldlight_t *light, matrix4x4_t *matrix);
+void R_Shadow_DrawStaticWorldLight_Light(worldlight_t *light, matrix4x4_t *matrix, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
+