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// This file is auto-generated by asset_packer.cc. Do not edit.
#pragma once
#include <cstdint>
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();
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