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- /**
- * Compares <code>left</code> and <code>right</code> componentwise. Returns <code>true</code>
- * if they are within <code>epsilon</code> and <code>false</code> otherwise. The inputs
- * <code>left</code> and <code>right</code> can be <code>float</code>s, <code>vec2</code>s,
- * <code>vec3</code>s, or <code>vec4</code>s.
- *
- * @name czm_equalsEpsilon
- * @glslFunction
- *
- * @param {} left The first vector.
- * @param {} right The second vector.
- * @param {float} epsilon The epsilon to use for equality testing.
- * @returns {bool} <code>true</code> if the components are within <code>epsilon</code> and <code>false</code> otherwise.
- *
- * @example
- * // GLSL declarations
- * bool czm_equalsEpsilon(float left, float right, float epsilon);
- * bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon);
- * bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon);
- * bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon);
- */
- bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon) {
- return all(lessThanEqual(abs(left - right), vec4(epsilon)));
- }
- bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon) {
- return all(lessThanEqual(abs(left - right), vec3(epsilon)));
- }
- bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon) {
- return all(lessThanEqual(abs(left - right), vec2(epsilon)));
- }
- bool czm_equalsEpsilon(float left, float right, float epsilon) {
- return (abs(left - right) <= epsilon);
- }
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