// This file is auto-generated by asset_packer.cc. Do not edit. #pragma once #include enum class AssetId : uint16_t { ASSET_TEST_ASSET_1 = 0, ASSET_NULL_ASSET = 1, ASSET_SHADER_SNIPPET_A = 2, ASSET_SHADER_SNIPPET_B = 3, ASSET_PROC_NOISE_256 = 4, ASSET_TEST_IMAGE = 5, ASSET_TEST_MESH = 6, ASSET_PROC_UNKNOWN = 7, ASSET_PROC_FAIL = 8, ASSET_SHADER_MESH = 9, ASSET_SHADER_RENDERER_3D = 10, ASSET_SHADER_SKYBOX = 11, ASSET_SHADER_COMMON_UNIFORMS = 12, ASSET_SHADER_MATH_SDF_SHAPES = 13, ASSET_SHADER_MATH_SDF_UTILS = 14, ASSET_SHADER_RENDER_SHADOWS = 15, ASSET_SHADER_RENDER_SCENE_QUERY_BVH = 16, ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR = 17, ASSET_SHADER_RENDER_LIGHTING_UTILS = 18, ASSET_SHADER_RAY_BOX = 19, ASSET_LAST_ID = 20, }; #include "util/asset_manager.h" // Accessors to avoid static initialization order issues const struct AssetRecord* GetAssetRecordTable(); size_t GetAssetCount();