extern cvar_t r_shadow_lightattenuationscale;
extern cvar_t r_shadow_lightintensityscale;
extern cvar_t r_shadow_realtime;
-extern cvar_t r_shadow_texture3d;
extern cvar_t r_shadow_gloss;
extern cvar_t r_shadow_debuglight;
+extern cvar_t r_shadow_bumpscale_bumpmap;
+extern cvar_t r_shadow_bumpscale_basetexture;
void R_Shadow_Init(void);
void R_Shadow_Volume(int numverts, int numtris, int *elements, int *neighbors, vec3_t relativelightorigin, float lightradius, float projectdistance);
void R_Shadow_Stage_Begin(void);
void R_Shadow_Stage_ShadowVolumes(void);
void R_Shadow_Stage_Light(void);
-// returns true if shadow volumes should be drawn again to erase,
-// otherwise clears stencil
-int R_Shadow_Stage_EraseShadowVolumes(void);
void R_Shadow_Stage_End(void);
+int R_Shadow_ScissorForBBoxAndSphere(const float *mins, const float *maxs, const float *origin, float radius);
typedef struct worldlight_s
{