WebXR fix frustum culling (right eye) #7411
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Fixes #5787
This PR changes the way view projection matrix is calculated when in stereo XR, by constructing average view matrix and offsetting it slightly backwards. This solves an issue where in right view (eye) objects were frustum culled too early (at the edge of right eye's frustum).
There is potentially a better way, by constructing a frustum that is based on left plane of left's frustum and right plane of right's frustum, but I'm not that smart to figure it out 😃
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