pub fn queue_sprites(
    view_entities: Local<'_, FixedBitSet>,
    draw_functions: Res<'_, DrawFunctions<Transparent2d>>,
    sprite_pipeline: Res<'_, SpritePipeline>,
    pipelines: ResMut<'_, SpecializedRenderPipelines<SpritePipeline>>,
    pipeline_cache: Res<'_, PipelineCache>,
    msaa: Res<'_, Msaa>,
    extracted_sprites: Res<'_, ExtractedSprites>,
    views: Query<'_, '_, (&mut RenderPhase<Transparent2d>, &VisibleEntities, &ExtractedView, Option<&Tonemapping>, Option<&DebandDither>)>
)