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#include <glm/glm.hpp>
namespace overkill::C
{
using Tag = std::string;
using ID = int;
constexpr int VersionMajor = 4;
constexpr int VersionMinor = 1;
constexpr int WinWidth = 800;
constexpr int WinHeight = 600;
constexpr char WinName[] = "Assignment 2 - Cube";
constexpr float MaxFOV = 90.8f;
constexpr float MinFOV = 88.1f;
constexpr float ZoomSensitivity = 0.1f;
constexpr float LookSensitivity = 4;
constexpr float AspectRatio = (float)WinWidth / (float)WinHeight;
constexpr float NearClip = 0.1f;
constexpr float FarClip = 100.0f;
constexpr float CameraOffset = -3; //How far back the camera is from the center of the scene.
const glm::vec4 ClearColor { 1.0f, .8f, .6f, 1.0f};
constexpr char PathBaseShader[] = "assets/shaders/base.shader";
constexpr char PathBaseTexture[] = "assets/textures/Checkers.jpg";