demos/assets/g2.js
function equals(a, b) {
  var a0 = a[0],
      a1 = a[1],
      a2 = a[2],
      a3 = a[3],
      a4 = a[4],
      a5 = a[5],
      a6 = a[6],
      a7 = a[7],
      a8 = a[8];
  var b0 = b[0],
      b1 = b[1],
      b2 = b[2],
      b3 = b[3],
      b4 = b[4],
      b5 = b[5],
      b6 = b[6],
      b7 = b[7],
      b8 = b[8];
  return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));
}
function equals(a, b) {
  var a0 = a[0],
      a1 = a[1],
      a2 = a[2],
      a3 = a[3],
      a4 = a[4],
      a5 = a[5],
      a6 = a[6],
      a7 = a[7],
      a8 = a[8];
  var b0 = b[0],
      b1 = b[1],
      b2 = b[2],
      b3 = b[3],
      b4 = b[4],
      b5 = b[5],
      b6 = b[6],
      b7 = b[7],
      b8 = b[8];
  return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));
}
function equals ( a , b ) { var a0 = a [ 0 ] , a1 = a [ 1 ] , a2 = a [ 2 ] , a3 = a [ 3 ] , a4 = a [ 4 ] , a5 = a [ 5 ] , a6 = a [ 6 ] , a7 = a [ 7 ] , a8 = a [ 8 ] ; var b0 = b [ 0 ] , b1 = b [ 1 ] , b2 = b [ 2 ] , b3 = b [ 3 ] , b4 = b [ 4 ] , b5 = b [ 5 ] , b6 = b [ 6 ] , b7 = b [ 7 ] , b8 = b [ 8 ] ; return Math . abs ( a0 - b0 ) <= glMatrix . EPSILON * Math . max ( 1.0 , Math . abs ( a0 ) , Math . abs ( b0 ) ) && Math . abs ( a1 - b1 ) <= glMatrix . EPSILON * Math . max ( 1.0 , Math . abs ( a1 ) , Math . abs ( b1 ) ) && Math . abs ( a2 - b2 ) <= glMatrix . EPSILON * Math . max ( 1.0 , Math . abs ( a2 ) , Math . abs ( b2 ) ) && Math . abs ( a3 - b3 ) <= glMatrix . EPSILON * Math . max ( 1.0 , Math . abs ( a3 ) , Math . abs ( b3 ) ) && Math . abs ( a4 - b4 ) <= glMatrix . EPSILON * Math . max ( 1.0 , Math . abs ( a4 ) , Math . abs ( b4 ) ) && Math . abs ( a5 - b5 ) <= glMatrix . EPSILON * Math . max ( 1.0 , Math . abs ( a5 ) , Math . abs ( b5 ) ) && Math . abs ( a6 - b6 ) <= glMatrix . EPSILON * Math . max ( 1.0 , Math . abs ( a6 ) , Math . abs ( b6 ) ) && Math . abs ( a7 - b7 ) <= glMatrix . EPSILON * Math . max ( 1.0 , Math . abs ( a7 ) , Math . abs ( b7 ) ) && Math . abs ( a8 - b8 ) <= glMatrix . EPSILON * Math . max ( 1.0 , Math . abs ( a8 ) , Math . abs ( b8 ) ) ; }
Returns whether or not the matrices have approximately the same elements in the same position.

@param {mat3} a The first matrix.
@param {mat3} b The second matrix.
@returns {Boolean} True if the matrices are equal, false otherwise.
Returns whether or not the matrices have approximately the same elements in the same position .