Function prepare_mesh_view_bind_groups
Source pub fn prepare_mesh_view_bind_groups(
commands: Commands<'_, '_>,
render_device: Res<'_, RenderDevice>,
mesh_pipeline: Res<'_, MeshPipeline>,
shadow_samplers: Res<'_, ShadowSamplers>,
_: (Res<'_, LightMeta>, Res<'_, GlobalClusterableObjectMeta>),
fog_meta: Res<'_, FogMeta>,
_: (Res<'_, ViewUniforms>, Res<'_, EnvironmentMapUniformBuffer>),
views: Query<'_, '_, (Entity, &ViewShadowBindings, &ViewClusterBindings, &Msaa, Option<&ScreenSpaceAmbientOcclusionResources>, Option<&ViewPrepassTextures>, Option<&ViewTransmissionTexture>, &Tonemapping, Option<&RenderViewLightProbes<EnvironmentMapLight>>, Option<&RenderViewLightProbes<IrradianceVolume>>, Has<OrderIndependentTransparencySettings>)>,
_: (Res<'_, RenderAssets<GpuImage>>, FallbackImageMsaa<'_>, Res<'_, FallbackImage>, Res<'_, FallbackImageZero>),
globals_buffer: Res<'_, GlobalsBuffer>,
tonemapping_luts: Res<'_, TonemappingLuts>,
light_probes_buffer: Res<'_, LightProbesBuffer>,
visibility_ranges: Res<'_, RenderVisibilityRanges>,
ssr_buffer: Res<'_, ScreenSpaceReflectionsBuffer>,
oit_buffers: Res<'_, OitBuffers>,
)