# LucentFlux Graphics Library
This crate provides a collection of common utilities when writing wgpu programs. This library is made public since the utilities provided may be useful, but is not intended to be a general-purpose library and features *will* be added and removed as and when we need them.
# Features
## Fragment-only fullscreen-quad shader pipelines
Reduced boilerplate for fragment shaders run on fullscreen quads:
```rust
use lf_gfx::{DeviceExt, CommandEncoderExt};
let device, queue = ...;
let pipeline = device.create_fragment_only_render_pipeline(...);
let cmd = device.create_command_encoder(...);
let rp = cmd.begin_fragment_only_render_pass(...);
// No need to bind vertex buffers or even a unit vertex shader
rp.set_pipeline(pipeline);
rp.set_bind_group(...);
rp.draw();
```
## Event-based wgpu & winit/canvas Game Boilerplate
## Feature Unions