text: //This file is automatically rebuilt by the Cesium build process.
  define(function() {
      'use strict';
      return "/**\n\
   * Translates a position (or any <code>vec3</code>) that was encoded with {@link EncodedCartesian3},\n\
   * and then provided to the shader as separate <code>high</code> and <code>low</code> 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\
   * <p>\n\
   * This technique, called GPU RTE, eliminates jittering artifacts when using large coordinates as\n\
   * described in {@link http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/|Precisions, Precisions}.\n\
   * </p>\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\
  ";
  });