//This file is automatically rebuilt by the Cesium build process. export default "/**\n\ * Translates a position (or any vec3) that was encoded with {@link EncodedCartesian3},\n\ * and then provided to the shader as separate high and low bits to\n\ * be relative to the eye. As shown in the example, the position can then be transformed in eye\n\ * or clip coordinates using {@link czm_modelViewRelativeToEye} or {@link czm_modelViewProjectionRelativeToEye},\n\ * respectively.\n\ *

\n\ * This technique, called GPU RTE, eliminates jittering artifacts when using large coordinates as\n\ * described in {@link http://help.agi.com/AGIComponents/html/BlogPrecisionsPrecisions.htm|Precisions, Precisions}.\n\ *

\n\ *\n\ * @name czm_translateRelativeToEye\n\ * @glslFunction\n\ *\n\ * @param {vec3} high The position's high bits.\n\ * @param {vec3} low The position's low bits.\n\ * @returns {vec3} The position translated to be relative to the camera's position.\n\ *\n\ * @example\n\ * attribute vec3 positionHigh;\n\ * attribute vec3 positionLow;\n\ *\n\ * void main()\n\ * {\n\ * vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);\n\ * gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\ * }\n\ *\n\ * @see czm_modelViewRelativeToEye\n\ * @see czm_modelViewProjectionRelativeToEye\n\ * @see czm_computePosition\n\ * @see EncodedCartesian3\n\ */\n\ vec4 czm_translateRelativeToEye(vec3 high, vec3 low)\n\ {\n\ vec3 highDifference = high - czm_encodedCameraPositionMCHigh;\n\ vec3 lowDifference = low - czm_encodedCameraPositionMCLow;\n\ \n\ return vec4(highDifference + lowDifference, 1.0);\n\ }\n\ ";