Don't we already have a shader language with Rust-syntax in WGSL?
It also works everywhere, given that WebGPU works wherever Vulkan, Metal & DirectX do...
WGSL will also always only cover the WebGPU feature set, which is very conservative by definition (e.g. no modern features like mesh shaders, raytracing, etc...). Again, I don't know how much of this Slang provides though.