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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@@ -1,7 +1,7 @@
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import _ol_render_webgl_Replay_ from '../../../../../src/ol/render/webgl/Replay.js';
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describe('ol.render.Replay', function() {
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var replay;
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let replay;
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beforeEach(function() {
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replay = new _ol_render_webgl_Replay_(5, [-180, -90, 180, 90]);
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});
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@@ -15,8 +15,8 @@ describe('ol.render.Replay', function() {
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});
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it ('sets up the required matrices', function() {
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var mat3 = [1, 0, 0, 1, 0, 0];
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var mat4 = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
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const mat3 = [1, 0, 0, 1, 0, 0];
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const mat4 = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
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expect(replay.projectionMatrix_).to.eql(mat3);
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expect(replay.offsetRotateMatrix_).to.eql(mat3);
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expect(replay.offsetScaleMatrix_).to.eql(mat3);
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@@ -25,11 +25,11 @@ describe('ol.render.Replay', function() {
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});
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describe('#replay', function() {
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var gl = {
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const gl = {
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uniformMatrix4fv: function() {},
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uniform1f: function() {}
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};
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var context = {
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const context = {
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bindBuffer: function() {},
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getGL: function() {
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return gl;
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@@ -47,9 +47,9 @@ describe('ol.render.Replay', function() {
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});
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it('calculates the correct matrices', function() {
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var sin = Math.sin(Math.PI);
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const sin = Math.sin(Math.PI);
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replay.replay(context, [0, 0], 10, Math.PI, [10, 10], 1, 0, {}, undefined,
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false, undefined);
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false, undefined);
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expect(replay.projectionMatrix_).to.eql([-0.02, -sin * 0.02, sin * 0.02,
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-0.02, 0, 0]);
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