// This file is auto-generated by asset_packer.cc. Do not edit. #pragma once #include enum class AssetId : uint16_t { ASSET_KICK_1 = 0, ASSET_KICK_2 = 1, ASSET_SNARE_1 = 2, ASSET_SNARE_2 = 3, ASSET_SNARE_3 = 4, ASSET_HIHAT_1 = 5, ASSET_HIHAT_2 = 6, ASSET_HIHAT_3 = 7, ASSET_CRASH_1 = 8, ASSET_RIDE_1 = 9, ASSET_SPLASH_1 = 10, ASSET_BASS_1 = 11, ASSET_BASS_2 = 12, ASSET_BASS_3 = 13, ASSET_NOISE_TEX = 14, ASSET_SHADER_RENDERER_3D = 15, ASSET_SHADER_COMMON_UNIFORMS = 16, ASSET_SHADER_SDF_PRIMITIVES = 17, ASSET_SHADER_LIGHTING = 18, ASSET_SHADER_RAY_BOX = 19, ASSET_SHADER_MAIN = 20, ASSET_SHADER_PARTICLE_COMPUTE = 21, ASSET_SHADER_PARTICLE_RENDER = 22, ASSET_SHADER_PASSTHROUGH = 23, ASSET_SHADER_ELLIPSE = 24, ASSET_SHADER_PARTICLE_SPRAY_COMPUTE = 25, ASSET_SHADER_GAUSSIAN_BLUR = 26, ASSET_SHADER_SOLARIZE = 27, ASSET_SHADER_DISTORT = 28, ASSET_SHADER_CHROMA_ABERRATION = 29, ASSET_SHADER_VISUAL_DEBUG = 30, ASSET_SHADER_SKYBOX = 31, ASSET_SHADER_MATH_SDF_SHAPES = 32, ASSET_SHADER_MATH_SDF_UTILS = 33, ASSET_SHADER_RENDER_SHADOWS = 34, ASSET_SHADER_RENDER_SCENE_QUERY_BVH = 35, ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR = 36, ASSET_SHADER_RENDER_LIGHTING_UTILS = 37, ASSET_SHADER_MESH = 38, ASSET_MESH_CUBE = 39, ASSET_DODECAHEDRON = 40, ASSET_LAST_ID = 41, }; #include "util/asset_manager.h" // Accessors to avoid static initialization order issues const struct AssetRecord* GetAssetRecordTable(); size_t GetAssetCount();