void R_RTLight_Compile(rtlight_t *rtlight);
void R_RTLight_Uncompile(rtlight_t *rtlight);
-void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_Shadow_PrepareLights(void);
void R_Shadow_ClearShadowMapTexture(void);
void R_Shadow_DrawPrepass(void);
void R_Shadow_DrawLights(void);
#define LP_LIGHTMAP 1
#define LP_RTWORLD 2
#define LP_DYNLIGHT 4
-void R_LightPoint(float *color, const vec3_t p, const int flags);
-void R_CompleteLightPoint(float *ambientcolor, float *diffusecolor, float *diffusenormal, const vec3_t p, const int flags);
+void R_CompleteLightPoint(float *ambient, float *diffuse, float *lightdir, const vec3_t p, const int flags, float lightmapintensity, float ambientintensity);
void R_Shadow_DrawShadowMaps(void);
void R_Shadow_DrawModelShadows(void);