WebGLShadowMap: fix directional light shadow updating #11314
Merged
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If a directional light shadow camera's frustrum is changed by the user, then the render function needs to be called twice for the shadow to be updated. This PR is a follow up to #11276 and fixes the bad order introduced with #11198.
I have tested directional lights, spotlights, and point lights by calling the render function only once. The shadows are now positioned correctly in each case.