pub fn queue_sprites(
view_entities: Local<'_, FixedBitSet>,
draw_functions: Res<'_, DrawFunctions<Transparent2d>>,
sprite_pipeline: Res<'_, SpritePipeline>,
pipelines: ResMut<'_, SpecializedRenderPipelines<SpritePipeline>>,
pipeline_cache: Res<'_, PipelineCache>,
msaa: Res<'_, Msaa>,
extracted_sprites: Res<'_, ExtractedSprites>,
transparent_render_phases: ResMut<'_, ViewSortedRenderPhases<Transparent2d>>,
views: Query<'_, '_, (Entity, &VisibleEntities, &ExtractedView, Option<&Tonemapping>, Option<&DebandDither>)>
)