Use blocked scoped variables
In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
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@@ -10,7 +10,7 @@ import webgl from './webgl.js';
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* @type {boolean} Include debuggable shader sources. Default is `true`.
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* This should be set to `false` for production builds.
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*/
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export var DEBUG_WEBGL = true;
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export const DEBUG_WEBGL = true;
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/**
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@@ -20,7 +20,7 @@ export var DEBUG_WEBGL = true;
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* @const
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* @type {number|undefined}
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*/
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var WEBGL_MAX_TEXTURE_SIZE; // value is set below
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let WEBGL_MAX_TEXTURE_SIZE; // value is set below
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/**
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@@ -29,7 +29,7 @@ var WEBGL_MAX_TEXTURE_SIZE; // value is set below
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* @const
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* @type {Array.<string>}
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*/
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var WEBGL_EXTENSIONS; // value is set below
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let WEBGL_EXTENSIONS; // value is set below
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/**
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@@ -37,14 +37,14 @@ var WEBGL_EXTENSIONS; // value is set below
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* WebGL is available.
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* @type {boolean}
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*/
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var HAS_WEBGL = false;
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let HAS_WEBGL = false;
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if ('WebGLRenderingContext' in window) {
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try {
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var canvas = /** @type {HTMLCanvasElement} */
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const canvas = /** @type {HTMLCanvasElement} */
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(document.createElement('CANVAS'));
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var gl = webgl.getContext(canvas, {failIfMajorPerformanceCaveat: true});
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const gl = webgl.getContext(canvas, {failIfMajorPerformanceCaveat: true});
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if (gl) {
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HAS_WEBGL = true;
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WEBGL_MAX_TEXTURE_SIZE = /** @type {number} */
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@@ -62,7 +62,7 @@ export {HAS_WEBGL, WEBGL_MAX_TEXTURE_SIZE, WEBGL_EXTENSIONS};
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/**
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* @type {string} OpenLayers version.
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*/
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export var VERSION = 'v4.6.4';
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export const VERSION = 'v4.6.4';
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/**
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@@ -106,7 +106,7 @@ export function nullFunction() {}
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* @type {number}
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* @private
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*/
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var uidCounter_ = 0;
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let uidCounter_ = 0;
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/**
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* Gets a unique ID for an object. This mutates the object so that further calls
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