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Fix sampling of diffuse env map texture with non-uniform control flow (…
…#10276) # Objective - `deferred_rendering` and `load_gltf` fail in WebGPU builds due to textureSample() being called on the diffuse environment map texture after non-uniform control flow ## Solution - The diffuse environment map texture only has one mip, so use `textureSampleLevel(..., 0.0)` to sample that mip and not require UV gradient calculation.
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