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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();
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