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>,
)