sugarloaf 0.2.1

Sugarloaf is Rio rendering engine, designed to be multiplatform. It is based on WebGPU, Rust library for Desktops and WebAssembly for Web (JavaScript). This project is created and maintained for Rio terminal purposes but feel free to use it.
Documentation
struct Globals {
    transform: mat4x4<f32>,
}

@group(0) @binding(0) var<uniform> globals: Globals;
@group(0) @binding(1) var font_sampler: sampler;
@group(0) @binding(2) var font_tex: texture_2d<f32>;

struct VertexInput {
    @builtin(vertex_index) vertex_index: u32,
    @location(0) left_top: vec3<f32>,
    @location(1) right_bottom: vec2<f32>,
    @location(2) tex_left_top: vec2<f32>,
    @location(3) tex_right_bottom: vec2<f32>,
    @location(4) color: vec4<f32>,
}

struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) f_tex_pos: vec2<f32>,
    @location(1) f_color: vec4<f32>,
}

@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
    var out: VertexOutput;

    var pos: vec2<f32> = vec2<f32>(0.0, 0.0);
    var left: f32 = input.left_top.x;
    var right: f32 = input.right_bottom.x;
    var top: f32 = input.left_top.y;
    var bottom: f32 = input.right_bottom.y;

    switch (i32(input.vertex_index)) {
        case 0: {
            pos = vec2<f32>(left, top);
            out.f_tex_pos = input.tex_left_top;
        }
        case 1: {
            pos = vec2<f32>(right, top);
            out.f_tex_pos = vec2<f32>(input.tex_right_bottom.x, input.tex_left_top.y);
        }
        case 2: {
            pos = vec2<f32>(left, bottom);
            out.f_tex_pos = vec2<f32>(input.tex_left_top.x, input.tex_right_bottom.y);
        }
        case 3: {
            pos = vec2<f32>(right, bottom);
            out.f_tex_pos = input.tex_right_bottom;
        }
        default: {}
    }

    out.f_color = input.color;
    out.position = globals.transform * vec4<f32>(pos, input.left_top.z, 1.0);

    return out;
}

@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
    //return vec4<f32>(1.0, 1.0, 1.0, 1.0);
    
    var alpha: f32 = textureSample(font_tex, font_sampler, input.f_tex_pos).r;

    if (alpha <= 0.0) {
        discard;
    }

    return input.f_color * vec4<f32>(1.0, 1.0, 1.0, alpha);
}