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>
)