sugarloaf 0.2.19

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
enable f16;

struct Globals {
    transform: mat4x4<f32>,
}

@group(0) @binding(0) var<uniform> globals: Globals;
@group(0) @binding(1) var font_sampler: sampler;
@group(1) @binding(0) var font_texture: texture_2d<f32>; // f16 textures are sampled as f32

struct VertexInput {
    @builtin(vertex_index) vertex_index: u32,
    @location(0) v_pos: vec4<f32>,
    @location(1) v_color: vec4<f32>,
    @location(2) v_uv: vec2<f32>,
    @location(3) layers: vec2<i32>,
}

struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) f_color: vec4<f16>,
    @location(1) f_uv: vec2<f16>,
    @location(2) color_layer: i32,
    @location(3) mask_layer: i32,
}

@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
    var out: VertexOutput;
    out.f_color = vec4<f16>(input.v_color);
    out.f_uv = vec2<f16>(input.v_uv);
    out.color_layer = input.layers.x;
    out.mask_layer = input.layers.y;

    out.position = globals.transform * vec4<f32>(input.v_pos.xy, 0.0, 1.0);
    return out;
}

@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
    var out: vec4<f16> = input.f_color;

    if input.color_layer > 0 {
        let tex_sample = textureSampleLevel(font_texture, font_sampler, vec2<f32>(input.f_uv), 0.0);
        out = vec4<f16>(tex_sample);
    }

    if input.mask_layer > 0 {
        let tex_alpha = textureSampleLevel(font_texture, font_sampler, vec2<f32>(input.f_uv), 0.0).x;
        out = vec4<f16>(out.xyz, input.f_color.a * f16(tex_alpha));
    }

    return vec4<f32>(out);
}