pub fn check_light_mesh_visibility(
    visible_point_lights: Query<'_, '_, &VisiblePointLights>,
    point_lights: Query<'_, '_, (&PointLight, &GlobalTransform, &CubemapFrusta, &mut CubemapVisibleEntities, Option<&RenderLayers>)>,
    spot_lights: Query<'_, '_, (&SpotLight, &GlobalTransform, &Frustum, &mut VisibleEntities, Option<&RenderLayers>)>,
    directional_lights: Query<'_, '_, (&DirectionalLight, &CascadesFrusta, &mut CascadesVisibleEntities, Option<&RenderLayers>, &mut ComputedVisibility), Without<SpotLight>>,
    visible_entity_query: Query<'_, '_, (Entity, &mut ComputedVisibility, Option<&RenderLayers>, Option<&Aabb>, Option<&GlobalTransform>), (Without<NotShadowCaster>, Without<DirectionalLight>)>
)