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)>
)