Use blocked scoped variables

In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
This commit is contained in:
Tim Schaub
2018-01-11 23:32:36 -07:00
parent 0bf2b04dee
commit ad62739a6e
684 changed files with 18120 additions and 18184 deletions

View File

@@ -6,18 +6,18 @@ import TileLayer from '../src/ol/layer/Tile.js';
import OSM from '../src/ol/source/OSM.js';
if (!_ol_has_.WEBGL) {
var info = document.getElementById('no-webgl');
const info = document.getElementById('no-webgl');
/**
* display error message
*/
info.style.display = '';
} else {
var osm = new TileLayer({
const osm = new TileLayer({
source: new OSM()
});
var map = new Map({
const map = new Map({
layers: [osm],
renderer: /** @type {Array<ol.renderer.Type>} */ (['webgl', 'canvas']),
target: 'map',
@@ -32,13 +32,13 @@ if (!_ol_has_.WEBGL) {
})
});
var fragmentShaderSource = [
const fragmentShaderSource = [
'precision mediump float;',
'void main() {',
'}'
].join('');
var vertexShaderSource = [
const vertexShaderSource = [
'attribute vec2 a_position;',
'void main() {',
' gl_Position = vec4(a_position, 0, 1);',
@@ -46,17 +46,17 @@ if (!_ol_has_.WEBGL) {
].join('');
osm.on('precompose', function(event) {
var context = event.glContext;
const context = event.glContext;
var gl = context.getGL();
var program = gl.createProgram();
const gl = context.getGL();
const program = gl.createProgram();
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vertexShaderSource);
gl.compileShader(vertexShader);
gl.attachShader(program, vertexShader);
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fragmentShaderSource);
gl.compileShader(fragmentShader);
gl.attachShader(program, fragmentShader);
@@ -64,14 +64,14 @@ if (!_ol_has_.WEBGL) {
gl.linkProgram(program);
context.useProgram(program);
var positionLocation = gl.getAttribLocation(program, 'a_position');
const positionLocation = gl.getAttribLocation(program, 'a_position');
gl.enable(gl.STENCIL_TEST);
gl.colorMask(false, false, false, false);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
gl.stencilFunc(gl.ALWAYS, 1, 0xff);
var buffer = gl.createBuffer();
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
// first band
@@ -101,8 +101,8 @@ if (!_ol_has_.WEBGL) {
});
osm.on('postcompose', function(event) {
var context = event.glContext;
var gl = context.getGL();
const context = event.glContext;
const gl = context.getGL();
gl.disable(gl.STENCIL_TEST);
});
}