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- never run the shader timer on the 0th frame. fixes this bug: https://forum.zdoom.org/viewtopic.php?f=2&t=62693
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@ -291,7 +291,7 @@ static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
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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 ((state.firstFrame == 0) || (screen->FrameTime - state.firstFrame >= 1 << 24) || ShaderStartTime >= state.firstFrame)
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state.firstFrame = screen->FrameTime;
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state.firstFrame = screen->FrameTime - 1;
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}
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