sugarloaf 0.2.32

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 u_sampler: sampler;
@group(1) @binding(0) var u_texture: texture_2d_array<f32>;

struct VertexInput {
    @location(0) v_pos: vec2<f32>,
    @location(1) pos: vec2<f32>,
    @location(2) scale: vec2<f32>,
    @location(3) atlas_pos: vec2<f32>,
    @location(4) atlas_scale: vec2<f32>,
    @location(5) layer: i32,
}

struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) uv: vec2<f32>,
    @location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
}

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

    out.uv = vec2<f32>(input.v_pos * input.atlas_scale + input.atlas_pos);
    out.layer = f32(input.layer);

    var transform: mat4x4<f32> = mat4x4<f32>(
        vec4<f32>(input.scale.x, 0.0, 0.0, 0.0),
        vec4<f32>(0.0, input.scale.y, 0.0, 0.0),
        vec4<f32>(0.0, 0.0, 1.0, 0.0),
        vec4<f32>(input.pos, 0.0, 1.0)
    );

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

    return out;
}

@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
    return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
}