On Saturday I coded this up, it basically takes a repeating texture and makes it look less repetitive, or at least makes it repeat in a random non-grid way. Bits are the same but the output is not tiled.
Here are some screenshots of what it does with some Quake textures:
I'm wondering how easy it would be to implement in a Quake engine now. I know Darkplaces uses GLSL already, but I'm not sure if everything's set up for using it to render world polygons as it stands.
Anyway, there's a code demo in the link if anybody wants to look at that or have a go at adding it to their own engine. I'll be poking around in DP I think.