@adobe/data-gpu 0.9.69

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Files changed (584) hide show
  1. package/CLAUDE.md +98 -0
  2. package/LICENSE +21 -0
  3. package/dist/core/core-plugin.d.ts +44 -0
  4. package/dist/core/core-plugin.js +90 -0
  5. package/dist/core/core-plugin.js.map +1 -0
  6. package/dist/core/frame-time/frame-time-plugin.d.ts +25 -0
  7. package/dist/core/frame-time/frame-time-plugin.js +41 -0
  8. package/dist/core/frame-time/frame-time-plugin.js.map +1 -0
  9. package/dist/core/frame-time/frame-time.d.ts +18 -0
  10. package/dist/core/frame-time/frame-time.js +3 -0
  11. package/dist/core/frame-time/frame-time.js.map +1 -0
  12. package/dist/core/frame-time/public.d.ts +1 -0
  13. package/dist/core/frame-time/public.js +3 -0
  14. package/dist/core/frame-time/public.js.map +1 -0
  15. package/dist/graphics/animation/animation-data-plugin.d.ts +216 -0
  16. package/dist/graphics/animation/animation-data-plugin.js +110 -0
  17. package/dist/graphics/animation/animation-data-plugin.js.map +1 -0
  18. package/dist/graphics/animation/animation-plugin.d.ts +214 -0
  19. package/dist/graphics/animation/animation-plugin.js +26 -0
  20. package/dist/graphics/animation/animation-plugin.js.map +1 -0
  21. package/dist/graphics/animation/animation-plugin.test.d.ts +1 -0
  22. package/dist/graphics/animation/animation-plugin.test.js +142 -0
  23. package/dist/graphics/animation/animation-plugin.test.js.map +1 -0
  24. package/dist/graphics/animation/animation-track/animation-track.d.ts +13 -0
  25. package/dist/graphics/animation/animation-track/animation-track.js +3 -0
  26. package/dist/graphics/animation/animation-track/animation-track.js.map +1 -0
  27. package/dist/graphics/animation/animation-track/componentwise-lerp.d.ts +7 -0
  28. package/dist/graphics/animation/animation-track/componentwise-lerp.js +22 -0
  29. package/dist/graphics/animation/animation-track/componentwise-lerp.js.map +1 -0
  30. package/dist/graphics/animation/animation-track/interpolate.d.ts +8 -0
  31. package/dist/graphics/animation/animation-track/interpolate.js +18 -0
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  33. package/dist/graphics/animation/animation-track/public.d.ts +1 -0
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  36. package/dist/graphics/animation/animation-track/sample.d.ts +7 -0
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  38. package/dist/graphics/animation/animation-track/sample.js.map +1 -0
  39. package/dist/graphics/animation/interpolation-mode/interpolation-mode.d.ts +4 -0
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  45. package/dist/graphics/animation/interpolation-mode/schema.d.ts +4 -0
  46. package/dist/graphics/animation/interpolation-mode/schema.js +3 -0
  47. package/dist/graphics/animation/interpolation-mode/schema.js.map +1 -0
  48. package/dist/graphics/camera/camera-plugin.d.ts +112 -0
  49. package/dist/graphics/camera/camera-plugin.js +36 -0
  50. package/dist/graphics/camera/camera-plugin.js.map +1 -0
  51. package/dist/graphics/camera/camera.d.ts +4 -0
  52. package/dist/graphics/camera/camera.js +3 -0
  53. package/dist/graphics/camera/camera.js.map +1 -0
  54. package/dist/graphics/camera/orbit/attach-orbit-drag.d.ts +31 -0
  55. package/dist/graphics/camera/orbit/attach-orbit-drag.js +44 -0
  56. package/dist/graphics/camera/orbit/attach-orbit-drag.js.map +1 -0
  57. package/dist/graphics/camera/orbit/orbit-data-plugin.d.ts +290 -0
  58. package/dist/graphics/camera/orbit/orbit-data-plugin.js +42 -0
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  60. package/dist/graphics/camera/orbit/orbit-plugin.d.ts +281 -0
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  63. package/dist/graphics/camera/orbit/orbit-system-plugin.d.ts +292 -0
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  66. package/dist/graphics/camera/orbit/orbit.d.ts +32 -0
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  72. package/dist/graphics/camera/public.d.ts +4 -0
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  75. package/dist/graphics/camera/schema.d.ts +65 -0
  76. package/dist/graphics/camera/schema.js +19 -0
  77. package/dist/graphics/camera/schema.js.map +1 -0
  78. package/dist/graphics/camera/screen-to-world-ray.d.ts +10 -0
  79. package/dist/graphics/camera/screen-to-world-ray.js +31 -0
  80. package/dist/graphics/camera/screen-to-world-ray.js.map +1 -0
  81. package/dist/graphics/camera/to-view-projection.d.ts +3 -0
  82. package/dist/graphics/camera/to-view-projection.js +23 -0
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  84. package/dist/graphics/graphics-plugin.d.ts +121 -0
  85. package/dist/graphics/graphics-plugin.js +106 -0
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  87. package/dist/graphics/picking/pick-hit.d.ts +10 -0
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  93. package/dist/graphics/rendering/bone-collider-plugin.d.ts +1619 -0
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  96. package/dist/graphics/rendering/display-transform-plugin.d.ts +52 -0
  97. package/dist/graphics/rendering/display-transform-plugin.js +25 -0
  98. package/dist/graphics/rendering/display-transform-plugin.js.map +1 -0
  99. package/dist/graphics/rendering/ibl-render/brdf.wgsl.d.ts +2 -0
  100. package/dist/graphics/rendering/ibl-render/brdf.wgsl.js +42 -0
  101. package/dist/graphics/rendering/ibl-render/brdf.wgsl.js.map +1 -0
  102. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.d.ts +1 -0
  103. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.js +91 -0
  104. package/dist/graphics/rendering/ibl-render/ibl/brdf-lut.js.map +1 -0
  105. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.d.ts +24 -0
  106. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.js +34 -0
  107. package/dist/graphics/rendering/ibl-render/ibl/build-ibl-resources.js.map +1 -0
  108. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.d.ts +1 -0
  109. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.js +12 -0
  110. package/dist/graphics/rendering/ibl-render/ibl/create-cubemap.js.map +1 -0
  111. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.d.ts +1 -0
  112. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.js +11 -0
  113. package/dist/graphics/rendering/ibl-render/ibl/cube-face-view.js.map +1 -0
  114. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.d.ts +1 -0
  115. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.js +9 -0
  116. package/dist/graphics/rendering/ibl-render/ibl/cubemap-sample-view.js.map +1 -0
  117. package/dist/graphics/rendering/ibl-render/ibl/environment.d.ts +8 -0
  118. package/dist/graphics/rendering/ibl-render/ibl/environment.js +170 -0
  119. package/dist/graphics/rendering/ibl-render/ibl/environment.js.map +1 -0
  120. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.d.ts +2 -0
  121. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.js +32 -0
  122. package/dist/graphics/rendering/ibl-render/ibl/float-to-half.js.map +1 -0
  123. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.d.ts +2 -0
  124. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.js +59 -0
  125. package/dist/graphics/rendering/ibl-render/ibl/ibl-math.wgsl.js.map +1 -0
  126. package/dist/graphics/rendering/ibl-render/ibl/irradiance.d.ts +1 -0
  127. package/dist/graphics/rendering/ibl-render/ibl/irradiance.js +94 -0
  128. package/dist/graphics/rendering/ibl-render/ibl/irradiance.js.map +1 -0
  129. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.d.ts +6 -0
  130. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.js +106 -0
  131. package/dist/graphics/rendering/ibl-render/ibl/parse-hdr.js.map +1 -0
  132. package/dist/graphics/rendering/ibl-render/ibl/prefilter.d.ts +5 -0
  133. package/dist/graphics/rendering/ibl-render/ibl/prefilter.js +103 -0
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  135. package/dist/graphics/rendering/ibl-render/ibl/render-helpers.d.ts +4 -0
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  138. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.d.ts +1028 -0
  139. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.js +409 -0
  140. package/dist/graphics/rendering/ibl-render/ibl-render-plugin.js.map +1 -0
  141. package/dist/graphics/rendering/ibl-render/ibl-shader.wgsl.d.ts +8 -0
  142. package/dist/graphics/rendering/ibl-render/ibl-shader.wgsl.js +173 -0
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  144. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.d.ts +2 -0
  145. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.js +50 -0
  146. package/dist/graphics/rendering/ibl-render/skybox-shader.wgsl.js.map +1 -0
  147. package/dist/graphics/rendering/interpolation-plugin.d.ts +485 -0
  148. package/dist/graphics/rendering/interpolation-plugin.js +98 -0
  149. package/dist/graphics/rendering/interpolation-plugin.js.map +1 -0
  150. package/dist/graphics/rendering/interpolation.test.d.ts +1 -0
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  152. package/dist/graphics/rendering/interpolation.test.js.map +1 -0
  153. package/dist/graphics/rendering/jolt-ragdoll-plugin.d.ts +1628 -0
  154. package/dist/graphics/rendering/jolt-ragdoll-plugin.js +218 -0
  155. package/dist/graphics/rendering/jolt-ragdoll-plugin.js.map +1 -0
  156. package/dist/graphics/rendering/material-gpu/material-arrays.d.ts +47 -0
  157. package/dist/graphics/rendering/material-gpu/material-arrays.js +83 -0
  158. package/dist/graphics/rendering/material-gpu/material-arrays.js.map +1 -0
  159. package/dist/graphics/rendering/material-gpu/material-bind-group.d.ts +9 -0
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  162. package/dist/graphics/rendering/material-gpu/material-gpu-plugin.d.ts +259 -0
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  168. package/dist/graphics/rendering/pbr-core-plugin.d.ts +75 -0
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  171. package/dist/graphics/rendering/pbr-render/pbr-array-shader.wgsl.d.ts +10 -0
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@@ -0,0 +1,207 @@
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+ // © 2026 Adobe. MIT License. See /LICENSE for details.
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+ import { Database, Entity } from "@adobe/data/ecs";
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+ import { Mat4x4 } from "@adobe/data/math";
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+ import { modelLoader } from "../../scene/model/model-loader-plugin.js";
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+ import { pbrCore } from "../pbr-core-plugin.js";
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+ import { transform } from "../../scene/node/transform-plugin.js";
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+ import { animation } from "../../animation/animation-plugin.js";
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+ /**
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+ * pbrSkinning
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+ * query: Model+geometry, _Skeleton
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+ * read:
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+ * geometry
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+ * _skinJointTemplate (from Geometry)
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+ * _skinInverseBindMatrices (from Geometry)
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+ * _animationClipRefs (from Geometry)
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+ * _worldMatrix (from Model + joint Nodes)
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+ * write:
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+ * _Skeleton // new ephemeral entity, one per skinned Model
19
+ * Node // joint entities (TRS hierarchy)
20
+ * Animation // optional, when geometry has clips
21
+ * _skeletonInstanceBuffer
22
+ * _skeletonJointMatrixBuffer
23
+ * _skeletonJointMatrixBindGroup
24
+ */
25
+ export const pbrSkinning = Database.Plugin.create({
26
+ extends: Database.Plugin.combine(modelLoader, pbrCore, transform, animation),
27
+ components: {
28
+ _skeletonJoints: { default: [] },
29
+ _skeletonGeometry: Entity.schema,
30
+ /** 64 bytes — the Model's world matrix, refreshed each frame. */
31
+ _skeletonInstanceBuffer: { default: null },
32
+ /** N × 64 bytes — joint skinning matrices, refreshed each frame. */
33
+ _skeletonJointMatrixBuffer: { default: null },
34
+ },
35
+ archetypes: {
36
+ _Skeleton: [
37
+ "_skeletonJoints",
38
+ "_skeletonGeometry",
39
+ "_skeletonModelRef",
40
+ "_skeletonInstanceBuffer",
41
+ "_skeletonJointMatrixBuffer",
42
+ "_skeletonJointMatrixBindGroup",
43
+ ],
44
+ },
45
+ transactions: {
46
+ initSkeleton(t, args) {
47
+ const jointIds = new Array(args.jointTemplate.length);
48
+ // jointTemplate is in glTF skin.joints[] order. Parents can come
49
+ // after children in glTF, so resolve parent entity ids in two passes:
50
+ // first insert with parent=0, then update each joint's parent.
51
+ for (let i = 0; i < args.jointTemplate.length; i++) {
52
+ const j = args.jointTemplate[i];
53
+ jointIds[i] = t.archetypes.Node.insert({
54
+ position: j.position,
55
+ rotation: j.rotation,
56
+ scale: j.scale,
57
+ visible: true,
58
+ parent: 0,
59
+ });
60
+ }
61
+ for (let i = 0; i < args.jointTemplate.length; i++) {
62
+ const parentJoint = args.jointTemplate[i].parentJointIndex;
63
+ const parentId = parentJoint >= 0 ? jointIds[parentJoint] : args.modelRef;
64
+ t.update(jointIds[i], { parent: parentId });
65
+ }
66
+ t.archetypes._Skeleton.insert({
67
+ _skeletonJoints: jointIds,
68
+ _skeletonGeometry: args.geometryRef,
69
+ _skeletonModelRef: args.modelRef,
70
+ _skeletonInstanceBuffer: args.instanceBuffer,
71
+ _skeletonJointMatrixBuffer: args.jointMatrixBuffer,
72
+ _skeletonJointMatrixBindGroup: args.jointMatrixBindGroup,
73
+ });
74
+ if (args.clipRef !== null) {
75
+ t.archetypes.Animation.insert({
76
+ animationClipRef: args.clipRef,
77
+ animationTargets: jointIds,
78
+ animationTime: 0,
79
+ animationSpeed: 1,
80
+ animationLoop: true,
81
+ animationPlaying: true,
82
+ });
83
+ }
84
+ },
85
+ },
86
+ systems: {
87
+ skinningInitSystem: {
88
+ create: db => {
89
+ const initialized = new Set();
90
+ let layoutCache = null;
91
+ return () => {
92
+ const { device } = db.store.resources;
93
+ if (!device)
94
+ return;
95
+ if (!layoutCache) {
96
+ layoutCache = device.createBindGroupLayout({
97
+ entries: [
98
+ { binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
99
+ { binding: 1, visibility: GPUShaderStage.VERTEX, buffer: { type: "read-only-storage" } },
100
+ ],
101
+ });
102
+ }
103
+ for (const arch of db.store.queryArchetypes(["geometry"])) {
104
+ const ids = arch.columns.id;
105
+ const geoRefs = arch.columns.geometry;
106
+ for (let i = 0; i < arch.rowCount; i++) {
107
+ const modelId = ids.get(i);
108
+ if (initialized.has(modelId))
109
+ continue;
110
+ const geoId = geoRefs.get(i);
111
+ const geo = db.store.read(geoId);
112
+ const template = geo?._skinJointTemplate;
113
+ if (!template || template.length === 0)
114
+ continue;
115
+ initialized.add(modelId);
116
+ const instanceBuffer = device.createBuffer({
117
+ size: 64,
118
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
119
+ });
120
+ const matrixBuffer = device.createBuffer({
121
+ size: template.length * 64,
122
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
123
+ });
124
+ const matrixBindGroup = device.createBindGroup({
125
+ layout: layoutCache,
126
+ entries: [
127
+ { binding: 0, resource: { buffer: instanceBuffer } },
128
+ { binding: 1, resource: { buffer: matrixBuffer } },
129
+ ],
130
+ });
131
+ db.transactions.initSkeleton({
132
+ modelRef: modelId,
133
+ geometryRef: geoId,
134
+ jointTemplate: template,
135
+ instanceBuffer,
136
+ jointMatrixBuffer: matrixBuffer,
137
+ jointMatrixBindGroup: matrixBindGroup,
138
+ clipRef: geo?._animationClipRefs?.[0] ?? null,
139
+ });
140
+ }
141
+ }
142
+ };
143
+ },
144
+ schedule: { during: ["preUpdate"] },
145
+ },
146
+ skinningMatrixSystem: {
147
+ create: db => {
148
+ let scratch = new Float32Array(0);
149
+ return () => {
150
+ const { device } = db.store.resources;
151
+ if (!device)
152
+ return;
153
+ for (const arch of db.store.queryArchetypes([
154
+ "_skeletonJoints",
155
+ "_skeletonGeometry",
156
+ "_skeletonModelRef",
157
+ "_skeletonInstanceBuffer",
158
+ "_skeletonJointMatrixBuffer",
159
+ ])) {
160
+ const jointsCol = arch.columns._skeletonJoints;
161
+ const geoCol = arch.columns._skeletonGeometry;
162
+ const modelCol = arch.columns._skeletonModelRef;
163
+ const instBufCol = arch.columns._skeletonInstanceBuffer;
164
+ const bufCol = arch.columns._skeletonJointMatrixBuffer;
165
+ for (let i = 0; i < arch.rowCount; i++) {
166
+ const joints = jointsCol.get(i);
167
+ const geoId = geoCol.get(i);
168
+ const modelId = modelCol.get(i);
169
+ const instanceBuffer = instBufCol.get(i);
170
+ const buffer = bufCol.get(i);
171
+ if (!buffer || !instanceBuffer)
172
+ continue;
173
+ const ibm = db.store.get(geoId, "_skinInverseBindMatrices");
174
+ if (!ibm)
175
+ continue;
176
+ const modelWorld = db.store.get(modelId, "_worldMatrix");
177
+ if (!modelWorld)
178
+ continue;
179
+ // The vertex shader's `instances[0]` slot.
180
+ device.queue.writeBuffer(instanceBuffer, 0, new Float32Array(modelWorld));
181
+ const invModelWorld = Mat4x4.inverse(modelWorld);
182
+ if (scratch.length < joints.length * 16) {
183
+ scratch = new Float32Array(joints.length * 16);
184
+ }
185
+ for (let j = 0; j < joints.length; j++) {
186
+ const jw = db.store.get(joints[j], "_worldMatrix") ?? Mat4x4.identity;
187
+ // inverse(modelWorld) × jointWorld × IBM — leaves vertices in
188
+ // model-local space; vertex shader applies modelWorld separately.
189
+ const ibmJoint = [
190
+ ibm[j * 16 + 0], ibm[j * 16 + 1], ibm[j * 16 + 2], ibm[j * 16 + 3],
191
+ ibm[j * 16 + 4], ibm[j * 16 + 5], ibm[j * 16 + 6], ibm[j * 16 + 7],
192
+ ibm[j * 16 + 8], ibm[j * 16 + 9], ibm[j * 16 + 10], ibm[j * 16 + 11],
193
+ ibm[j * 16 + 12], ibm[j * 16 + 13], ibm[j * 16 + 14], ibm[j * 16 + 15],
194
+ ];
195
+ const m = Mat4x4.multiply(Mat4x4.multiply(invModelWorld, jw), ibmJoint);
196
+ scratch.set(m, j * 16);
197
+ }
198
+ device.queue.writeBuffer(buffer, 0, scratch, 0, joints.length * 16);
199
+ }
200
+ }
201
+ };
202
+ },
203
+ schedule: { during: ["preRender"], after: ["transformSystem"] },
204
+ },
205
+ },
206
+ });
207
+ //# sourceMappingURL=skinning-plugin.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,2 @@
1
+ export declare const layout: GPUVertexBufferLayout;
2
+ export declare const stride: number;
@@ -0,0 +1,16 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { getStructLayout } from "@adobe/data/typed-buffer";
3
+ import { schema } from "./schema.js";
4
+ const sl = getStructLayout(schema);
5
+ export const layout = {
6
+ arrayStride: sl.size,
7
+ stepMode: "vertex",
8
+ attributes: [
9
+ { format: "float32x3", offset: sl.fields["position"].offset, shaderLocation: 0 },
10
+ { format: "float32x3", offset: sl.fields["normal"].offset, shaderLocation: 1 },
11
+ { format: "float32x4", offset: sl.fields["tangent"].offset, shaderLocation: 2 },
12
+ { format: "float32x2", offset: sl.fields["uv"].offset, shaderLocation: 3 },
13
+ ],
14
+ };
15
+ export const stride = sl.size;
16
+ //# sourceMappingURL=layout.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"layout.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/standard-vertex/layout.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,OAAO,EAAE,eAAe,EAAE,MAAM,0BAA0B,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAErC,MAAM,EAAE,GAAG,eAAe,CAAC,MAAM,CAAC,CAAC;AAEnC,MAAM,CAAC,MAAM,MAAM,GAA0B;IACzC,WAAW,EAAE,EAAE,CAAC,IAAI;IACpB,QAAQ,EAAE,QAAQ;IAClB,UAAU,EAAE;QACR,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,UAAU,CAAE,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC,EAAE;QACjF,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,QAAQ,CAAE,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC,EAAE;QAC/E,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,SAAS,CAAE,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC,EAAE;QAChF,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,IAAI,CAAE,CAAC,MAAM,EAAE,cAAc,EAAE,CAAC,EAAE;KAC9E;CACJ,CAAC;AAEF,MAAM,CAAC,MAAM,MAAM,GAAG,EAAE,CAAC,IAAI,CAAC"}
@@ -0,0 +1,2 @@
1
+ export * from "./schema.js";
2
+ export * from "./layout.js";
@@ -0,0 +1,4 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ export * from "./schema.js";
3
+ export * from "./layout.js";
4
+ //# sourceMappingURL=public.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"public.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/standard-vertex/public.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC"}
@@ -0,0 +1,52 @@
1
+ export declare const schema: {
2
+ readonly type: "object";
3
+ readonly properties: {
4
+ readonly position: {
5
+ readonly type: "array";
6
+ readonly items: {
7
+ readonly type: "number";
8
+ readonly precision: 1;
9
+ readonly default: number;
10
+ };
11
+ readonly minItems: 3;
12
+ readonly maxItems: 3;
13
+ readonly default: readonly [0, 0, 0];
14
+ };
15
+ readonly normal: {
16
+ readonly type: "array";
17
+ readonly items: {
18
+ readonly type: "number";
19
+ readonly precision: 1;
20
+ readonly default: number;
21
+ };
22
+ readonly minItems: 3;
23
+ readonly maxItems: 3;
24
+ readonly default: readonly [0, 0, 0];
25
+ };
26
+ readonly tangent: {
27
+ readonly type: "array";
28
+ readonly items: {
29
+ readonly type: "number";
30
+ readonly precision: 1;
31
+ readonly default: number;
32
+ };
33
+ readonly minItems: 4;
34
+ readonly maxItems: 4;
35
+ readonly default: readonly [0, 0, 0, 0];
36
+ };
37
+ readonly uv: {
38
+ readonly type: "array";
39
+ readonly items: {
40
+ readonly type: "number";
41
+ readonly precision: 1;
42
+ readonly default: number;
43
+ };
44
+ readonly minItems: 2;
45
+ readonly maxItems: 2;
46
+ readonly default: readonly [0, 0];
47
+ };
48
+ };
49
+ readonly required: readonly ["position", "normal", "tangent", "uv"];
50
+ readonly additionalProperties: false;
51
+ readonly layout: "packed";
52
+ };
@@ -0,0 +1,15 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { Vec2, Vec3, Vec4 } from "@adobe/data/math";
3
+ export const schema = {
4
+ type: "object",
5
+ properties: {
6
+ position: Vec3.schema,
7
+ normal: Vec3.schema,
8
+ tangent: Vec4.schema,
9
+ uv: Vec2.schema,
10
+ },
11
+ required: ["position", "normal", "tangent", "uv"],
12
+ additionalProperties: false,
13
+ layout: "packed",
14
+ };
15
+ //# sourceMappingURL=schema.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"schema.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/standard-vertex/schema.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,kBAAkB,CAAC;AAGpD,MAAM,CAAC,MAAM,MAAM,GAAG;IAClB,IAAI,EAAE,QAAQ;IACd,UAAU,EAAE;QACR,QAAQ,EAAE,IAAI,CAAC,MAAM;QACrB,MAAM,EAAE,IAAI,CAAC,MAAM;QACnB,OAAO,EAAE,IAAI,CAAC,MAAM;QACpB,EAAE,EAAE,IAAI,CAAC,MAAM;KAClB;IACD,QAAQ,EAAE,CAAC,UAAU,EAAE,QAAQ,EAAE,SAAS,EAAE,IAAI,CAAC;IACjD,oBAAoB,EAAE,KAAK;IAC3B,MAAM,EAAE,QAAQ;CACO,CAAC"}
@@ -0,0 +1,4 @@
1
+ import { Schema } from "@adobe/data/schema";
2
+ import { schema } from "./schema.js";
3
+ export type StandardVertex = Schema.ToType<typeof schema>;
4
+ export * as StandardVertex from "./public.js";
@@ -0,0 +1,3 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ export * as StandardVertex from "./public.js";
3
+ //# sourceMappingURL=standard-vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"standard-vertex.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/standard-vertex/standard-vertex.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAOvD,OAAO,KAAK,cAAc,MAAM,aAAa,CAAC"}
@@ -0,0 +1,7 @@
1
+ import type { Vec3 } from "@adobe/data/math";
2
+ export interface ColorMaterialOptions {
3
+ color: readonly [number, number, number, number];
4
+ emissive?: Vec3;
5
+ metallic?: number;
6
+ roughness?: number;
7
+ }
@@ -0,0 +1,3 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ export {};
3
+ //# sourceMappingURL=color-material-options.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"color-material-options.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/visible-material/color-material-options.ts"],"names":[],"mappings":"AAAA,uDAAuD"}
@@ -0,0 +1,8 @@
1
+ /**
2
+ * Bind group layout for a visible (PBR-style) material: a uniform buffer
3
+ * with the material factors, five 2D textures (baseColor, metallicRoughness,
4
+ * normal, occlusion, emissive), and a filtering sampler. Stable across
5
+ * renderer pipeline creation and the bind-group builders in `_modelLoader`
6
+ * and `VisibleMaterial.createColorBindGroup`.
7
+ */
8
+ export declare function createBindGroupLayout(device: GPUDevice): GPUBindGroupLayout;
@@ -0,0 +1,35 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ /**
3
+ * Bind group layout for a visible (PBR-style) material: a uniform buffer
4
+ * with the material factors, five 2D textures (baseColor, metallicRoughness,
5
+ * normal, occlusion, emissive), and a filtering sampler. Stable across
6
+ * renderer pipeline creation and the bind-group builders in `_modelLoader`
7
+ * and `VisibleMaterial.createColorBindGroup`.
8
+ */
9
+ export function createBindGroupLayout(device) {
10
+ const textureEntry = (binding) => ({
11
+ binding,
12
+ visibility: GPUShaderStage.FRAGMENT,
13
+ texture: { sampleType: "float", viewDimension: "2d" },
14
+ });
15
+ return device.createBindGroupLayout({
16
+ entries: [
17
+ {
18
+ binding: 0,
19
+ visibility: GPUShaderStage.FRAGMENT,
20
+ buffer: { type: "uniform" },
21
+ },
22
+ textureEntry(1),
23
+ textureEntry(2),
24
+ textureEntry(3),
25
+ textureEntry(4),
26
+ textureEntry(5),
27
+ {
28
+ binding: 6,
29
+ visibility: GPUShaderStage.FRAGMENT,
30
+ sampler: { type: "filtering" },
31
+ },
32
+ ],
33
+ });
34
+ }
35
+ //# sourceMappingURL=create-bind-group-layout.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"create-bind-group-layout.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/visible-material/create-bind-group-layout.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD;;;;;;GAMG;AACH,MAAM,UAAU,qBAAqB,CAAC,MAAiB;IACnD,MAAM,YAAY,GAAG,CAAC,OAAe,EAA2B,EAAE,CAAC,CAAC;QAChE,OAAO;QACP,UAAU,EAAE,cAAc,CAAC,QAAQ;QACnC,OAAO,EAAE,EAAE,UAAU,EAAE,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE;KACxD,CAAC,CAAC;IACH,OAAO,MAAM,CAAC,qBAAqB,CAAC;QAChC,OAAO,EAAE;YACL;gBACI,OAAO,EAAE,CAAC;gBACV,UAAU,EAAE,cAAc,CAAC,QAAQ;gBACnC,MAAM,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE;aAC9B;YACD,YAAY,CAAC,CAAC,CAAC;YACf,YAAY,CAAC,CAAC,CAAC;YACf,YAAY,CAAC,CAAC,CAAC;YACf,YAAY,CAAC,CAAC,CAAC;YACf,YAAY,CAAC,CAAC,CAAC;YACf;gBACI,OAAO,EAAE,CAAC;gBACV,UAAU,EAAE,cAAc,CAAC,QAAQ;gBACnC,OAAO,EAAE,EAAE,IAAI,EAAE,WAAW,EAAE;aACjC;SACJ;KACJ,CAAC,CAAC;AACP,CAAC"}
@@ -0,0 +1,10 @@
1
+ import type { ColorMaterialOptions } from "./color-material-options.js";
2
+ /**
3
+ * Builds a PBR material bind group from a flat color spec. The layout,
4
+ * sampler, and fallback textures are cached per-device, so calling this
5
+ * once per sphere/cube is cheap.
6
+ *
7
+ * The returned bind group is layout-compatible with the standard PBR
8
+ * pipeline (same layout structure as glTF-loaded materials).
9
+ */
10
+ export declare function createColorBindGroup(device: GPUDevice, options: ColorMaterialOptions): GPUBindGroup;
@@ -0,0 +1,26 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { createBindGroupLayout } from "./create-bind-group-layout.js";
3
+ import { createColorMaterial } from "../../scene/model/gltf/create-color-material.js";
4
+ import { createFallbackTextures } from "../../scene/model/gltf/decode-images.js";
5
+ const cacheByDevice = new WeakMap();
6
+ /**
7
+ * Builds a PBR material bind group from a flat color spec. The layout,
8
+ * sampler, and fallback textures are cached per-device, so calling this
9
+ * once per sphere/cube is cheap.
10
+ *
11
+ * The returned bind group is layout-compatible with the standard PBR
12
+ * pipeline (same layout structure as glTF-loaded materials).
13
+ */
14
+ export function createColorBindGroup(device, options) {
15
+ let cache = cacheByDevice.get(device);
16
+ if (!cache) {
17
+ cache = {
18
+ layout: createBindGroupLayout(device),
19
+ sampler: device.createSampler({ magFilter: "linear", minFilter: "linear", mipmapFilter: "linear" }),
20
+ fallback: createFallbackTextures(device),
21
+ };
22
+ cacheByDevice.set(device, cache);
23
+ }
24
+ return createColorMaterial(device, cache.layout, cache.sampler, cache.fallback, options);
25
+ }
26
+ //# sourceMappingURL=create-color-bind-group.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"create-color-bind-group.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/visible-material/create-color-bind-group.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,OAAO,EAAE,qBAAqB,EAAE,MAAM,+BAA+B,CAAC;AAEtE,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,sBAAsB,EAAE,MAAM,yCAAyC,CAAC;AASjF,MAAM,aAAa,GAAG,IAAI,OAAO,EAA0B,CAAC;AAE5D;;;;;;;GAOG;AACH,MAAM,UAAU,oBAAoB,CAChC,MAAiB,EACjB,OAA6B;IAE7B,IAAI,KAAK,GAAG,aAAa,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;IACtC,IAAI,CAAC,KAAK,EAAE,CAAC;QACT,KAAK,GAAG;YACJ,MAAM,EAAI,qBAAqB,CAAC,MAAM,CAAC;YACvC,OAAO,EAAG,MAAM,CAAC,aAAa,CAAC,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,CAAC;YACpG,QAAQ,EAAE,sBAAsB,CAAC,MAAM,CAAC;SAC3C,CAAC;QACF,aAAa,CAAC,GAAG,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;IACrC,CAAC;IACD,OAAO,mBAAmB,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,OAAO,EAAE,KAAK,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;AAC7F,CAAC"}
@@ -0,0 +1,4 @@
1
+ export * from "./schema.js";
2
+ export { createBindGroupLayout } from "./create-bind-group-layout.js";
3
+ export { createColorBindGroup } from "./create-color-bind-group.js";
4
+ export type { ColorMaterialOptions } from "./color-material-options.js";
@@ -0,0 +1,5 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ export * from "./schema.js";
3
+ export { createBindGroupLayout } from "./create-bind-group-layout.js";
4
+ export { createColorBindGroup } from "./create-color-bind-group.js";
5
+ //# sourceMappingURL=public.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"public.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/visible-material/public.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,cAAc,aAAa,CAAC;AAC5B,OAAO,EAAE,qBAAqB,EAAE,MAAM,+BAA+B,CAAC;AACtE,OAAO,EAAE,oBAAoB,EAAE,MAAM,8BAA8B,CAAC"}
@@ -0,0 +1,49 @@
1
+ export declare const schema: {
2
+ readonly type: "object";
3
+ readonly properties: {
4
+ readonly baseColorFactor: {
5
+ readonly type: "array";
6
+ readonly items: {
7
+ readonly type: "number";
8
+ readonly precision: 1;
9
+ readonly default: number;
10
+ };
11
+ readonly minItems: 4;
12
+ readonly maxItems: 4;
13
+ readonly default: readonly [0, 0, 0, 0];
14
+ };
15
+ readonly emissiveFactor: {
16
+ readonly type: "array";
17
+ readonly items: {
18
+ readonly type: "number";
19
+ readonly precision: 1;
20
+ readonly default: number;
21
+ };
22
+ readonly minItems: 3;
23
+ readonly maxItems: 3;
24
+ readonly default: readonly [0, 0, 0];
25
+ };
26
+ readonly metallicFactor: {
27
+ readonly type: "number";
28
+ readonly precision: 1;
29
+ readonly default: number;
30
+ };
31
+ readonly roughnessFactor: {
32
+ readonly type: "number";
33
+ readonly precision: 1;
34
+ readonly default: number;
35
+ };
36
+ readonly normalScale: {
37
+ readonly type: "number";
38
+ readonly precision: 1;
39
+ readonly default: number;
40
+ };
41
+ readonly occlusionStrength: {
42
+ readonly type: "number";
43
+ readonly precision: 1;
44
+ readonly default: number;
45
+ };
46
+ };
47
+ readonly required: readonly ["baseColorFactor", "emissiveFactor", "metallicFactor", "roughnessFactor", "normalScale", "occlusionStrength"];
48
+ readonly additionalProperties: false;
49
+ };
@@ -0,0 +1,23 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { F32, Vec3, Vec4 } from "@adobe/data/math";
3
+ export const schema = {
4
+ type: "object",
5
+ properties: {
6
+ baseColorFactor: Vec4.schema,
7
+ emissiveFactor: Vec3.schema,
8
+ metallicFactor: F32.schema,
9
+ roughnessFactor: F32.schema,
10
+ normalScale: F32.schema,
11
+ occlusionStrength: F32.schema,
12
+ },
13
+ required: [
14
+ "baseColorFactor",
15
+ "emissiveFactor",
16
+ "metallicFactor",
17
+ "roughnessFactor",
18
+ "normalScale",
19
+ "occlusionStrength",
20
+ ],
21
+ additionalProperties: false,
22
+ };
23
+ //# sourceMappingURL=schema.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"schema.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/visible-material/schema.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAEvD,OAAO,EAAE,GAAG,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,kBAAkB,CAAC;AAGnD,MAAM,CAAC,MAAM,MAAM,GAAG;IAClB,IAAI,EAAE,QAAQ;IACd,UAAU,EAAE;QACR,eAAe,EAAE,IAAI,CAAC,MAAM;QAC5B,cAAc,EAAE,IAAI,CAAC,MAAM;QAC3B,cAAc,EAAE,GAAG,CAAC,MAAM;QAC1B,eAAe,EAAE,GAAG,CAAC,MAAM;QAC3B,WAAW,EAAE,GAAG,CAAC,MAAM;QACvB,iBAAiB,EAAE,GAAG,CAAC,MAAM;KAChC;IACD,QAAQ,EAAE;QACN,iBAAiB;QACjB,gBAAgB;QAChB,gBAAgB;QAChB,iBAAiB;QACjB,aAAa;QACb,mBAAmB;KACtB;IACD,oBAAoB,EAAE,KAAK;CACJ,CAAC"}
@@ -0,0 +1,4 @@
1
+ import { Schema } from "@adobe/data/schema";
2
+ import { schema } from "./schema.js";
3
+ export type VisibleMaterial = Schema.ToType<typeof schema>;
4
+ export * as VisibleMaterial from "./public.js";
@@ -0,0 +1,3 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ export * as VisibleMaterial from "./public.js";
3
+ //# sourceMappingURL=visible-material.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"visible-material.js","sourceRoot":"","sources":["../../../../src/graphics/rendering/visible-material/visible-material.ts"],"names":[],"mappings":"AAAA,uDAAuD;AAOvD,OAAO,KAAK,eAAe,MAAM,aAAa,CAAC"}
@@ -0,0 +1,30 @@
1
+ import type { Light } from "./light.js";
2
+ /**
3
+ * Authored lighting state — a directional light plus optional image-based
4
+ * lighting from an HDR environment.
5
+ *
6
+ * The `sceneUniforms` system packs these into the GPU uniform buffer the
7
+ * renderers consume; the `iblInitSystem` fetches and bakes the IBL textures
8
+ * from `light.environmentUrl`.
9
+ */
10
+ export declare const light: {
11
+ readonly components: {};
12
+ readonly resources: {
13
+ readonly light: {
14
+ readonly default: Light;
15
+ };
16
+ };
17
+ readonly archetypes: {};
18
+ readonly transactions: {
19
+ readonly setLight: (t: import("@adobe/data/ecs").TransactionContext<import("@adobe/data/schema").FromSchemas<{}>, import("@adobe/data/schema").FromSchemas<{
20
+ readonly light: {
21
+ readonly default: Light;
22
+ };
23
+ }>, {}, {}>, args: Partial<Light>) => void;
24
+ };
25
+ readonly systems: import("@adobe/data/ecs").SystemDeclarations<never>;
26
+ readonly actions: {};
27
+ readonly services: {};
28
+ readonly computed: {};
29
+ readonly indexes: {};
30
+ };
@@ -0,0 +1,35 @@
1
+ // © 2026 Adobe. MIT License. See /LICENSE for details.
2
+ import { Database } from "@adobe/data/ecs";
3
+ import { Vec3 } from "@adobe/data/math";
4
+ /**
5
+ * Authored lighting state — a directional light plus optional image-based
6
+ * lighting from an HDR environment.
7
+ *
8
+ * The `sceneUniforms` system packs these into the GPU uniform buffer the
9
+ * renderers consume; the `iblInitSystem` fetches and bakes the IBL textures
10
+ * from `light.environmentUrl`.
11
+ */
12
+ export const light = Database.Plugin.create({
13
+ resources: {
14
+ light: {
15
+ default: {
16
+ direction: Vec3.normalize([-1, -3, -10]),
17
+ color: [1.0, 1.0, 1.0],
18
+ ambientStrength: 0.5,
19
+ environmentUrl: null,
20
+ },
21
+ },
22
+ },
23
+ transactions: {
24
+ setLight(t, args) {
25
+ const cur = t.resources.light;
26
+ t.resources.light = {
27
+ direction: args.direction !== undefined ? Vec3.normalize(args.direction) : cur.direction,
28
+ color: args.color ?? cur.color,
29
+ ambientStrength: args.ambientStrength ?? cur.ambientStrength,
30
+ environmentUrl: args.environmentUrl !== undefined ? args.environmentUrl : cur.environmentUrl,
31
+ };
32
+ },
33
+ },
34
+ });
35
+ //# sourceMappingURL=light-plugin.js.map