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# @discere-os/graphene.wasm
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WebAssembly port of Graphene - A thin layer of types for graphic libraries including vectors, matrices, and quaternions.
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[![CI/CD](https://github.com/discere-os/discere-nucleus/actions/workflows/graphene-wasm-ci.yml/badge.svg)](https://github.com/discere-os/discere-nucleus/actions)
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[![JSR](https://jsr.io/badges/@discere-os/graphene.wasm)](https://jsr.io/@discere-os/graphene.wasm)
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[![npm version](https://badge.fury.io/js/@discere-os%2Fgraphene.wasm.svg)](https://badge.fury.io/js/@discere-os%2Fgraphene.wasm)
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[![License](https://img.shields.io/badge/License-MIT-blue.svg)](LICENSE)
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[![Status](https://img.shields.io/badge/status-alpha-orange.svg)](https://github.com/discere-os/discere-nucleus)
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# Graphene
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### A thin layer of types for graphic libraries
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![Linux Build](https://github.com/ebassi/graphene/workflows/Ubuntu%20Build/badge.svg)
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![MSVC Build](https://github.com/ebassi/graphene/workflows/MSVC%20Build/badge.svg)
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[![License: MIT](https://img.shields.io/badge/license-MIT-brightgreen.svg)](https://opensource.org/licenses/MIT)
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When creating graphic libraries you most likely end up dealing with points
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and rectangles. If you're particularly unlucky, you may end up dealing
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with affine matrices and 2D transformations. If you're writing a graphic

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