http://bugzilla.icculus.org/show_bug.cgi?id=4591

"This patch uses r_greyscale as a floating point number, lerping from the normal
color to the luminance value of every pixel for every texture and geometry
load.

This allows for variable desaturation, which is very useful for anaglyph 3D
where you need some shared luminance information to match the images but you
want to retain some colour."
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