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>
)