The bones of coarse rasterization are in place (so far, fills only). Still not suitable for end-to-end (need to generate bounding boxes, among other things), but getting closer.
This lets us use https://github.com/wgsl-analyzer/wgsl-analyzer for writing the wgsl files.
The imports (for wgsl-analyzer) have to be machine specific at the moment - to use this you need to configure .vscode/settings.json yourself. The alternative is to point them at static files on GitHub, which is tempting to make things easier, but would potentially go out of sync with what is actually used.
Starting an experimental port to WGSL shader language, using wgpu to run the examples. As of this commit, it's quite hacky and takes some shortcuts, but does render paths to a grayscale texture.