pub fn queue_shadows(
shadow_draw_functions: Res<'_, DrawFunctions<Shadow>>,
shadow_pipeline: Res<'_, ShadowPipeline>,
casting_meshes: Query<'_, '_, &Handle<Mesh>, Without<NotShadowCaster>>,
render_meshes: Res<'_, HashMap<Handle<Mesh>, <Mesh as RenderAsset>::PreparedAsset, RandomState>>,
pipelines: ResMut<'_, SpecializedPipelines<ShadowPipeline>>,
pipeline_cache: ResMut<'_, RenderPipelineCache>,
view_lights: Query<'_, '_, &ViewLightEntities, ()>,
view_light_shadow_phases: Query<'_, '_, (&LightEntity, &mut RenderPhase<Shadow>), ()>,
point_light_entities: Query<'_, '_, &CubemapVisibleEntities, With<ExtractedPointLight>>,
directional_light_entities: Query<'_, '_, &VisibleEntities, With<ExtractedDirectionalLight>>
)