remove the latest change (it was redundant, as a glsl shader sure can query the textu...
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 10 Jan 2009 19:33:30 +0000 (19:33 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 10 Jan 2009 19:33:30 +0000 (19:33 +0000)
commit2b9df9126b086268bc95982355aaa251764bc3da
tree7c2e9c6ed26f352380a7fa2db387aeb9671b62c3
parentdd728a6a2fb42ab8de291545925f90db45d07317
remove the latest change (it was redundant, as a glsl shader sure can query the texture matrix), and instead add an example 6-tap blur filter to the glsl code.

To test:
r_glsl_postprocess 1
r_glsl_postprocess_uservec1 "3 0 0 0"

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8641 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c