extern rtexture_t *r_shadow_bouncegridtexture;
extern matrix4x4_t r_shadow_bouncegridmatrix;
extern vec_t r_shadow_bouncegridintensity;
+extern qboolean r_shadow_bouncegriddirectional;
void R_Shadow_Init(void);
qboolean R_Shadow_ShadowMappingEnabled(void);
void R_RTLight_Compile(rtlight_t *rtlight);
void R_RTLight_Uncompile(rtlight_t *rtlight);
-void R_Shadow_PrepareLights(void);
+void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
void R_Shadow_DrawPrepass(void);
void R_Shadow_DrawLights(void);
void R_Shadow_DrawCoronas(void);
void R_Shadow_PrepareModelShadows(void);
-#define LP_LIGHTMAP 1
-#define LP_RTWORLD 2
-#define LP_DYNLIGHT 4
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags);
+#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_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
#endif