//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\ ";