pub fn prepare_prepass_textures(
    commands: Commands<'_, '_>,
    texture_cache: ResMut<'_, TextureCache>,
    msaa: Res<'_, Msaa>,
    render_device: Res<'_, RenderDevice>,
    views_3d: Query<'_, '_, (Entity, &ExtractedCamera, Has<DepthPrepass>, Has<NormalPrepass>, Has<MotionVectorPrepass>, Has<DeferredPrepass>), Or<(With<RenderPhase<Opaque3dPrepass>>, With<RenderPhase<AlphaMask3dPrepass>>, With<RenderPhase<Opaque3dDeferred>>, With<RenderPhase<AlphaMask3dDeferred>>)>>
)