Function prepare_lights

Source
pub fn prepare_lights(
    commands: Commands<'_, '_>,
    texture_cache: ResMut<'_, TextureCache>,
    render_device: Res<'_, RenderDevice>,
    render_queue: Res<'_, RenderQueue>,
    global_light_meta: ResMut<'_, GlobalClusterableObjectMeta>,
    light_meta: ResMut<'_, LightMeta>,
    views: Query<'_, '_, (Entity, &ExtractedView, &ExtractedClusterConfig, Option<&RenderLayers>), With<Camera3d>>,
    ambient_light: Res<'_, AmbientLight>,
    point_light_shadow_map: Res<'_, PointLightShadowMap>,
    directional_light_shadow_map: Res<'_, DirectionalLightShadowMap>,
    shadow_render_phases: ResMut<'_, ViewBinnedRenderPhases<Shadow>>,
    _: (Local<'_, bool>, Local<'_, bool>, Local<'_, HashSet<Entity, EntityHash>>),
    point_lights: Query<'_, '_, (Entity, &ExtractedPointLight, AnyOf<(&CubemapFrusta, &Frustum)>)>,
    directional_lights: Query<'_, '_, (Entity, &ExtractedDirectionalLight)>,
    light_view_entities: Query<'_, '_, &mut LightViewEntities>,
    sorted_cameras: Res<'_, SortedCameras>,
)