pub fn prepare_lights(
commands: Commands<'_, '_>,
texture_cache: ResMut<'_, TextureCache>,
render_device: Res<'_, RenderDevice>,
render_queue: Res<'_, RenderQueue>,
global_light_meta: ResMut<'_, GlobalLightMeta>,
light_meta: ResMut<'_, LightMeta>,
views: Query<'_, '_, (Entity, &ExtractedView, &ExtractedClusterConfig), With<RenderPhase<Transparent3d>>>,
ambient_light: Res<'_, AmbientLight>,
point_light_shadow_map: Res<'_, PointLightShadowMap>,
directional_light_shadow_map: Res<'_, DirectionalLightShadowMap>,
max_directional_lights_warning_emitted: Local<'_, bool>,
max_cascades_per_light_warning_emitted: Local<'_, bool>,
point_lights: Query<'_, '_, (Entity, &ExtractedPointLight, AnyOf<(&CubemapFrusta, &Frustum)>)>,
directional_lights: Query<'_, '_, (Entity, &ExtractedDirectionalLight)>
)