//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* Compares left and right componentwise. Returns true\n\
* if they are within epsilon and false otherwise. The inputs\n\
* left and right can be floats, vec2s,\n\
* vec3s, or vec4s.\n\
*\n\
* @name czm_equalsEpsilon\n\
* @glslFunction\n\
*\n\
* @param {} left The first vector.\n\
* @param {} right The second vector.\n\
* @param {float} epsilon The epsilon to use for equality testing.\n\
* @returns {bool} true if the components are within epsilon and false otherwise.\n\
*\n\
* @example\n\
* // GLSL declarations\n\
* bool czm_equalsEpsilon(float left, float right, float epsilon);\n\
* bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon);\n\
* bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon);\n\
* bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon);\n\
*/\n\
bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon) {\n\
return all(lessThanEqual(abs(left - right), vec4(epsilon)));\n\
}\n\
\n\
bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon) {\n\
return all(lessThanEqual(abs(left - right), vec3(epsilon)));\n\
}\n\
\n\
bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon) {\n\
return all(lessThanEqual(abs(left - right), vec2(epsilon)));\n\
}\n\
\n\
bool czm_equalsEpsilon(float left, float right, float epsilon) {\n\
return (abs(left - right) <= epsilon);\n\
}\n\
";