OpenGL2: Add r_shadowBlur.
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@@ -1520,6 +1520,7 @@ typedef struct {
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image_t *sunRaysImage;
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image_t *renderDepthImage;
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image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
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image_t *screenScratchImage;
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image_t *textureScratchImage[2];
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image_t *quarterImage[2];
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image_t *calcLevelsImage;
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@@ -1538,6 +1539,7 @@ typedef struct {
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FBO_t *sunRaysFbo;
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FBO_t *depthFbo;
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FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
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FBO_t *screenScratchFbo;
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FBO_t *textureScratchFbo[2];
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FBO_t *quarterFbo[2];
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FBO_t *calcLevelsFbo;
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@@ -1807,6 +1809,7 @@ extern cvar_t *r_sunlightMode;
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extern cvar_t *r_drawSunRays;
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extern cvar_t *r_sunShadows;
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extern cvar_t *r_shadowFilter;
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extern cvar_t *r_shadowBlur;
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extern cvar_t *r_shadowMapSize;
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extern cvar_t *r_shadowCascadeZNear;
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extern cvar_t *r_shadowCascadeZFar;
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