O.K.
I decided to append parametric engine modification to this shader patch.
So this is no longer a text patch.

It is not a standalone but an alternative coexisiting executable.
Below is an overview of new features.
1. r_overbrightbits = 0 by default
2. r_mapoverbrightbits = 1 by default
3. added a syntax suger "blendFunc unreal" representing GL_DST_COLOR GL_SRC_COLOR
4. default lightmap blending is "blendFunc unreal" instead of "blendFunc filter"
5. re-eanbled "r_drawSun" for debugging confortability by level designers
6. re-enabled "r_flares" for an eye-candy
7. added bmp, pcx, png support
8. added "r_mode 12" as a modern notebook users' shortcut (1280x800)
9. removed bsp version check for loading maps for q3-engine based games (except different blood families such as fakk2, alice and mohha)
10. removed productid check to load elite force maps directly via "set fs_cdpath PATH_TO_EF" (BaseEF needs to be renamed to baseq3 though) and for demoq3 and demota users to load custom pk3.
The only yet enough one reason you should apply this patch is the fact that you can get the highest quality with noticeable fps gain(especailly on old PCs), plus even in windowed mode.
TODO:
adding a feature to switch back to default blending and overbrighting via command line for legacy maps