pub fn prepare_prepass_view_bind_group<M>(
    render_device: Res<'_, RenderDevice>,
    prepass_pipeline: Res<'_, PrepassPipeline<M>>,
    view_uniforms: Res<'_, ViewUniforms>,
    globals_buffer: Res<'_, GlobalsBuffer>,
    previous_view_proj_uniforms: Res<'_, PreviousViewProjectionUniforms>,
    prepass_view_bind_group: ResMut<'_, PrepassViewBindGroup>
)
where M: Material,