// 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_KICK_3 = 2, ASSET_SNARE_1 = 3, ASSET_SNARE_2 = 4, ASSET_SNARE_3 = 5, ASSET_SNARE_4 = 6, ASSET_HIHAT_1 = 7, ASSET_HIHAT_2 = 8, ASSET_HIHAT_3 = 9, ASSET_HIHAT_4 = 10, ASSET_CRASH_1 = 11, ASSET_RIDE_1 = 12, ASSET_SPLASH_1 = 13, ASSET_BASS_1 = 14, ASSET_SYNTH_BASS_1 = 15, ASSET_NOISE_TEX = 16, ASSET_SHADER_RENDERER_3D = 17, ASSET_SHADER_COMMON_UNIFORMS = 18, ASSET_SHADER_SDF_PRIMITIVES = 19, ASSET_SHADER_LIGHTING = 20, ASSET_SHADER_RAY_BOX = 21, ASSET_SHADER_MAIN = 22, ASSET_SHADER_PARTICLE_COMPUTE = 23, ASSET_SHADER_PARTICLE_RENDER = 24, ASSET_SHADER_PASSTHROUGH = 25, ASSET_SHADER_ELLIPSE = 26, ASSET_SHADER_PARTICLE_SPRAY_COMPUTE = 27, ASSET_SHADER_GAUSSIAN_BLUR = 28, ASSET_SHADER_SOLARIZE = 29, ASSET_SHADER_DISTORT = 30, ASSET_SHADER_CHROMA_ABERRATION = 31, ASSET_SHADER_VISUAL_DEBUG = 32, ASSET_SHADER_SKYBOX = 33, ASSET_LAST_ID = 34, }; #include "util/asset_manager.h" // Accessors to avoid static initialization order issues const struct AssetRecord* GetAssetRecordTable(); size_t GetAssetCount();