Isn't that what https://github.com/gfx-rs/wgpu is providing?
What we do on top of that is compile the graphics code to wasm and provide a well-defined interface around it, so it can run/work inside any application.
Can you elaborate on what the “graphics code” might be in this case? Many Rust graphics engines seem to cover the same ground by having asset loading cfg’d on the target (wasm vs native). What does your project provide that a dev wouldn’t get with Rust + a wasm compatible engine?