pub fn queue_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<&ViewPrepassTextures>, Option<&EnvironmentMapLight>, &Tonemapping)>,
images: Res<'_, RenderAssets<Image>>,
fallback_images: FallbackImagesMsaa<'_>,
fallback_depths: FallbackImagesDepth<'_>,
fallback_cubemap: Res<'_, FallbackImageCubemap>,
msaa: Res<'_, Msaa>,
globals_buffer: Res<'_, GlobalsBuffer>,
tonemapping_luts: Res<'_, TonemappingLuts>
)