// Generated file, do not edit manually! const std = @import("std"); const Handle = @import("assets").Handle; pub const Meshes = struct { pub const bunny = Handle.Mesh{ .id = 1 }; pub const plane = Handle.Mesh{ .id = 2 }; pub const sphere = Handle.Mesh{ .id = 8 }; }; pub const Shaders = struct { pub const frag = Handle.Shader{ .id = 3 }; pub const @"mesh.frag" = Handle.Shader{ .id = 4 }; pub const @"mesh.vert" = Handle.Shader{ .id = 6 }; pub const vert = Handle.Shader{ .id = 7 }; }; pub const ShaderPrograms = struct { pub const mesh = Handle.ShaderProgram{ .id = 5 }; }; pub const asset_paths = [_][]const u8{ "assets\\bunny.mesh", "assets\\plane.mesh", "assets\\shaders\\frag.glsl", "assets\\shaders\\mesh.frag.glsl", "assets\\shaders\\mesh.prog", "assets\\shaders\\mesh.vert.glsl", "assets\\shaders\\vert.glsl", "assets\\sphere.mesh", }; pub const asset_path_to_asset_id = std.ComptimeStringMap(u32, .{ .{ "assets\\bunny.mesh", 1 }, .{ "assets\\plane.mesh", 2 }, .{ "assets\\shaders\\frag.glsl", 3 }, .{ "assets\\shaders\\mesh.frag.glsl", 4 }, .{ "assets\\shaders\\mesh.prog", 5 }, .{ "assets\\shaders\\mesh.vert.glsl", 6 }, .{ "assets\\shaders\\vert.glsl", 7 }, .{ "assets\\sphere.mesh", 8 }, });