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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@@ -10,43 +10,43 @@ import {DEBUG_WEBGL} from '../../../index.js';
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* @param {WebGLProgram} program Program.
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* @struct
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*/
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var _ol_renderer_webgl_defaultmapshader_Locations_ = function(gl, program) {
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const _ol_renderer_webgl_defaultmapshader_Locations_ = function(gl, program) {
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_texCoordMatrix = gl.getUniformLocation(
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program, DEBUG_WEBGL ? 'u_texCoordMatrix' : 'd');
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program, DEBUG_WEBGL ? 'u_texCoordMatrix' : 'd');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_projectionMatrix = gl.getUniformLocation(
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program, DEBUG_WEBGL ? 'u_projectionMatrix' : 'e');
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program, DEBUG_WEBGL ? 'u_projectionMatrix' : 'e');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_opacity = gl.getUniformLocation(
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program, DEBUG_WEBGL ? 'u_opacity' : 'f');
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program, DEBUG_WEBGL ? 'u_opacity' : 'f');
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_texture = gl.getUniformLocation(
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program, DEBUG_WEBGL ? 'u_texture' : 'g');
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program, DEBUG_WEBGL ? 'u_texture' : 'g');
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/**
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* @type {number}
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*/
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this.a_position = gl.getAttribLocation(
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program, DEBUG_WEBGL ? 'a_position' : 'b');
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program, DEBUG_WEBGL ? 'a_position' : 'b');
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/**
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* @type {number}
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*/
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this.a_texCoord = gl.getAttribLocation(
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program, DEBUG_WEBGL ? 'a_texCoord' : 'c');
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program, DEBUG_WEBGL ? 'a_texCoord' : 'c');
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};
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export default _ol_renderer_webgl_defaultmapshader_Locations_;
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