// information about each possible shader permutation
extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
// currently selected permutation
-r_glsl_permutation_t *r_glsl_permutation;
+extern r_glsl_permutation_t *r_glsl_permutation;
void R_GLSL_CompilePermutation(int permutation);
void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting);