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- fixed comparison.
The timer reset must also occur when the values are equal, meaning they got set during the same millisecond.
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@ -122,7 +122,7 @@ bool FRenderState::ApplyShader()
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static uint64_t firstFrame = 0;
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static uint64_t firstFrame = 0;
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// if firstFrame is not yet initialized, initialize it to current time
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// if firstFrame is not yet initialized, initialize it to current time
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// if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision
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// if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision
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if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1<<24) || level.ShaderStartTime > firstFrame)
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if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1<<24) || level.ShaderStartTime >= firstFrame)
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firstFrame = screen->FrameTime;
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firstFrame = screen->FrameTime;
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static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
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static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
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