Use named exports from ol/index.js
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@@ -1,7 +1,7 @@
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/**
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* @module ol/webgl/Context
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*/
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import _ol_ from '../index.js';
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import {WEBGL_EXTENSIONS, getUid, inherits} from '../index.js';
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import _ol_Disposable_ from '../Disposable.js';
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import _ol_array_ from '../array.js';
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import _ol_events_ from '../events.js';
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@@ -78,7 +78,7 @@ var _ol_webgl_Context_ = function(canvas, gl) {
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* @type {boolean}
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*/
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this.hasOESElementIndexUint = _ol_array_.includes(
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_ol_.WEBGL_EXTENSIONS, 'OES_element_index_uint');
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WEBGL_EXTENSIONS, 'OES_element_index_uint');
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// use the OES_element_index_uint extension if available
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if (this.hasOESElementIndexUint) {
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@@ -92,7 +92,7 @@ var _ol_webgl_Context_ = function(canvas, gl) {
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};
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_ol_.inherits(_ol_webgl_Context_, _ol_Disposable_);
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inherits(_ol_webgl_Context_, _ol_Disposable_);
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/**
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@@ -105,7 +105,7 @@ _ol_.inherits(_ol_webgl_Context_, _ol_Disposable_);
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_ol_webgl_Context_.prototype.bindBuffer = function(target, buf) {
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var gl = this.getGL();
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var arr = buf.getArray();
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var bufferKey = String(_ol_.getUid(buf));
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var bufferKey = String(getUid(buf));
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if (bufferKey in this.bufferCache_) {
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var bufferCacheEntry = this.bufferCache_[bufferKey];
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gl.bindBuffer(target, bufferCacheEntry.buffer);
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@@ -133,7 +133,7 @@ _ol_webgl_Context_.prototype.bindBuffer = function(target, buf) {
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*/
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_ol_webgl_Context_.prototype.deleteBuffer = function(buf) {
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var gl = this.getGL();
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var bufferKey = String(_ol_.getUid(buf));
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var bufferKey = String(getUid(buf));
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var bufferCacheEntry = this.bufferCache_[bufferKey];
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if (!gl.isContextLost()) {
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gl.deleteBuffer(bufferCacheEntry.buffer);
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@@ -204,7 +204,7 @@ _ol_webgl_Context_.prototype.getHitDetectionFramebuffer = function() {
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* @return {WebGLShader} Shader.
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*/
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_ol_webgl_Context_.prototype.getShader = function(shaderObject) {
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var shaderKey = String(_ol_.getUid(shaderObject));
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var shaderKey = String(getUid(shaderObject));
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if (shaderKey in this.shaderCache_) {
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return this.shaderCache_[shaderKey];
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} else {
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@@ -229,7 +229,7 @@ _ol_webgl_Context_.prototype.getShader = function(shaderObject) {
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_ol_webgl_Context_.prototype.getProgram = function(
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fragmentShaderObject, vertexShaderObject) {
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var programKey =
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_ol_.getUid(fragmentShaderObject) + '/' + _ol_.getUid(vertexShaderObject);
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getUid(fragmentShaderObject) + '/' + getUid(vertexShaderObject);
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if (programKey in this.programCache_) {
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return this.programCache_[programKey];
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} else {
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