pub fn prepare_mesh_view_bind_groups(
commands: Commands<'_, '_>,
render_device: Res<'_, RenderDevice>,
mesh_pipeline: Res<'_, MeshPipeline>,
shadow_samplers: Res<'_, ShadowSamplers>,
light_meta: Res<'_, LightMeta>,
global_light_meta: Res<'_, GlobalLightMeta>,
fog_meta: Res<'_, FogMeta>,
view_uniforms: Res<'_, ViewUniforms>,
views: Query<'_, '_, (Entity, &ViewShadowBindings, &ViewClusterBindings, Option<&ScreenSpaceAmbientOcclusionTextures>, Option<&ViewPrepassTextures>, Option<&ViewTransmissionTexture>, &Tonemapping, Option<&RenderViewLightProbes<EnvironmentMapLight>>, Option<&RenderViewLightProbes<IrradianceVolume>>)>,
(images, fallback_images, fallback_image, fallback_image_zero): (Res<'_, RenderAssets<Image>>, FallbackImageMsaa<'_>, Res<'_, FallbackImage>, Res<'_, FallbackImageZero>),
msaa: Res<'_, Msaa>,
globals_buffer: Res<'_, GlobalsBuffer>,
tonemapping_luts: Res<'_, TonemappingLuts>,
light_probes_buffer: Res<'_, LightProbesBuffer>
)