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fix webgl2 crash (#10053)
# Objective Webgl2 broke when pcf was merged. Fixes #10048 ## Solution Change the `textureSampleCompareLevel` in shadow_sampling.wgsl to `textureSampleCompare` to make it work again.
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@ -6,7 +6,7 @@
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// Do the lookup, using HW 2x2 PCF and comparison
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fn sample_shadow_map_hardware(light_local: vec2<f32>, depth: f32, array_index: i32) -> f32 {
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#ifdef NO_ARRAY_TEXTURES_SUPPORT
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return textureSampleCompareLevel(
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return textureSampleCompare(
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view_bindings::directional_shadow_textures,
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view_bindings::directional_shadow_textures_sampler,
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light_local,
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