pub fn deferred_lighting(
view: ViewQuery<'_, '_, (&MeshViewBindGroup, &ViewTarget, &DeferredLightingIdDepthTexture, &DeferredLightingPipeline)>,
pipeline_cache: Res<'_, PipelineCache>,
deferred_lighting_layout: Res<'_, DeferredLightingLayout>,
deferred_lighting_pass_id: Res<'_, ComponentUniforms<PbrDeferredLightingDepthId>>,
ctx: RenderContext<'_, '_>,
)