pub fn prepare_mesh_view_bind_groups(
commands: Commands<'_, '_>,
(render_device, pipeline_cache, render_adapter): (Res<'_, RenderDevice>, Res<'_, PipelineCache>, Res<'_, RenderAdapter>),
mesh_pipeline: Res<'_, MeshPipeline>,
shadow_samplers: Res<'_, ShadowSamplers>,
(light_meta, global_clusterable_object_meta, fog_meta, view_uniforms): (Res<'_, LightMeta>, Res<'_, GlobalClusterableObjectMeta>, Res<'_, FogMeta>, Res<'_, ViewUniforms>),
views: Query<'_, '_, (Entity, Option<&ExtractedCamera>, &ViewShadowBindings, &ViewClusterBindings, &Msaa, Option<&ScreenSpaceAmbientOcclusionResources>, Option<&ViewPrepassTextures>, Option<&ViewTransmissionTexture>, Option<&AtmosphereTextures>, &Tonemapping, (Option<&RenderViewLightProbes<EnvironmentMapLight>>, Option<&RenderViewLightProbes<IrradianceVolume>>), Has<ExtractedAtmosphere>, (&ViewUniformOffset, &ViewLightsUniformOffset, &ViewLightProbesUniformOffset, Option<&ViewFogUniformOffset>, Option<&ViewScreenSpaceReflectionsUniformOffset>, Option<&ViewContactShadowsUniformOffset>, Option<&OrderIndependentTransparencySettingsOffset>))>,
(images, fallback_image, fallback_image_zero): (Res<'_, RenderAssets<GpuImage>>, Res<'_, FallbackImage>, Res<'_, FallbackImageZero>),
globals_buffer: Res<'_, GlobalsBuffer>,
tonemapping_luts: Res<'_, TonemappingLuts>,
light_probes_buffer: Res<'_, LightProbesBuffer>,
visibility_ranges: Res<'_, RenderVisibilityRanges>,
(ssr_buffer, contact_shadows_buffer, oit_buffers): (Res<'_, ScreenSpaceReflectionsBuffer>, Res<'_, ContactShadowsBuffer>, Res<'_, OitBuffers>),
(decals_buffer, render_decals, atmosphere_buffer, atmosphere_sampler, blue_noise, area_light_luts, dfg_lut): (Res<'_, DecalsBuffer>, Res<'_, RenderClusteredDecals>, Option<Res<'_, AtmosphereBuffer>>, Option<Res<'_, AtmosphereSampler>>, Res<'_, Bluenoise>, Res<'_, AreaLightLuts>, Res<'_, DfgLut>),
entries_cache: Local<'_, Vec<BindGroupEntry<'_>>>,
entries_binding_array_cache: Local<'_, Vec<BindGroupEntry<'_>>>,
)