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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_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();