#define R_SHADOW_H
void R_Shadow_Init(void);
-void R_ShadowVolume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float projectdistance, int visiblevolume);
+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_RenderVolume(int numverts, int numtris, int *elements, int visiblevolume);
+void R_Shadow_Stage_Depth(void);
+void R_Shadow_Stage_ShadowVolumes(void);
+void R_Shadow_Stage_Light(void);
+void R_Shadow_Stage_Textures(void);
+void R_Shadow_Stage_End(void);
#endif