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Move frustum compute into Camera.updateFrustum (#8981)
Move the per-camera frustum computation from Renderer.updateCameraFrustum(camera) to a pure
Camera.updateFrustum() - the frustum is camera state. Drop the cull-time matrix_viewInverse uniform
write that lived in the old method (vestigial: only particle shaders read it, and they render after
setCameraUniforms sets it). Update call sites: the culler, both shadow renderers, the lightmapper.
Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
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