import {parseLiteralStyle, ShaderBuilder} from '../../../../src/ol/webgl/ShaderBuilder.js'; import {arrayToGlsl, colorToGlsl, numberToGlsl} from '../../../../src/ol/style/expressions.js'; describe('ol.webgl.ShaderBuilder', function() { describe('getSymbolVertexShader', function() { it('generates a symbol vertex shader (with varying)', function() { const builder = new ShaderBuilder(); builder.addVarying('v_opacity', 'float', numberToGlsl(0.4)); builder.addVarying('v_test', 'vec3', arrayToGlsl([1, 2, 3])); builder.setSizeExpression(`vec2(${numberToGlsl(6)})`); builder.setSymbolOffsetExpression(arrayToGlsl([5, -7])); builder.setColorExpression(colorToGlsl([80, 0, 255, 1])); builder.setTextureCoordinateExpression(arrayToGlsl([0, 0.5, 0.5, 1])); expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float; uniform mat4 u_projectionMatrix; uniform mat4 u_offsetScaleMatrix; uniform mat4 u_offsetRotateMatrix; uniform float u_time; uniform float u_zoom; uniform float u_resolution; attribute vec2 a_position; attribute float a_index; varying vec2 v_texCoord; varying vec2 v_quadCoord; varying float v_opacity; varying vec3 v_test; void main(void) { mat4 offsetMatrix = u_offsetScaleMatrix; vec2 halfSize = vec2(6.0) * 0.5; vec2 offset = vec2(5.0, -7.0); float angle = 0.0; float offsetX; float offsetY; if (a_index == 0.0) { offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle); offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle); } else if (a_index == 1.0) { offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle); offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle); } else if (a_index == 2.0) { offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle); offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle); } else { offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle); offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle); } vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0); gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets; vec4 texCoord = vec4(0.0, 0.5, 0.5, 1.0); float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.p; float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.q; v_texCoord = vec2(u, v); u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0; v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0; v_quadCoord = vec2(u, v); v_opacity = 0.4; v_test = vec3(1.0, 2.0, 3.0); }`); }); it('generates a symbol vertex shader (with uniforms and attributes)', function() { const builder = new ShaderBuilder(); builder.addUniform('float u_myUniform'); builder.addAttribute('vec2 a_myAttr'); builder.setSizeExpression(`vec2(${numberToGlsl(6)})`); builder.setSymbolOffsetExpression(arrayToGlsl([5, -7])); builder.setColorExpression(colorToGlsl([80, 0, 255, 1])); builder.setTextureCoordinateExpression(arrayToGlsl([0, 0.5, 0.5, 1])); expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float; uniform mat4 u_projectionMatrix; uniform mat4 u_offsetScaleMatrix; uniform mat4 u_offsetRotateMatrix; uniform float u_time; uniform float u_zoom; uniform float u_resolution; uniform float u_myUniform; attribute vec2 a_position; attribute float a_index; attribute vec2 a_myAttr; varying vec2 v_texCoord; varying vec2 v_quadCoord; void main(void) { mat4 offsetMatrix = u_offsetScaleMatrix; vec2 halfSize = vec2(6.0) * 0.5; vec2 offset = vec2(5.0, -7.0); float angle = 0.0; float offsetX; float offsetY; if (a_index == 0.0) { offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle); offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle); } else if (a_index == 1.0) { offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle); offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle); } else if (a_index == 2.0) { offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle); offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle); } else { offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle); offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle); } vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0); gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets; vec4 texCoord = vec4(0.0, 0.5, 0.5, 1.0); float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.p; float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.q; v_texCoord = vec2(u, v); u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0; v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0; v_quadCoord = vec2(u, v); }`); }); it('generates a symbol vertex shader (with rotateWithView)', function() { const builder = new ShaderBuilder(); builder.setSizeExpression(`vec2(${numberToGlsl(6)})`); builder.setSymbolOffsetExpression(arrayToGlsl([5, -7])); builder.setColorExpression(colorToGlsl([80, 0, 255, 1])); builder.setTextureCoordinateExpression(arrayToGlsl([0, 0.5, 0.5, 1])); builder.setSymbolRotateWithView(true); expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float; uniform mat4 u_projectionMatrix; uniform mat4 u_offsetScaleMatrix; uniform mat4 u_offsetRotateMatrix; uniform float u_time; uniform float u_zoom; uniform float u_resolution; attribute vec2 a_position; attribute float a_index; varying vec2 v_texCoord; varying vec2 v_quadCoord; void main(void) { mat4 offsetMatrix = u_offsetScaleMatrix * u_offsetRotateMatrix; vec2 halfSize = vec2(6.0) * 0.5; vec2 offset = vec2(5.0, -7.0); float angle = 0.0; float offsetX; float offsetY; if (a_index == 0.0) { offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle); offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle); } else if (a_index == 1.0) { offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle); offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle); } else if (a_index == 2.0) { offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle); offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle); } else { offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle); offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle); } vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0); gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets; vec4 texCoord = vec4(0.0, 0.5, 0.5, 1.0); float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.p; float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.q; v_texCoord = vec2(u, v); u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0; v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0; v_quadCoord = vec2(u, v); }`); }); it('generates a symbol vertex shader for hitDetection', function() { const builder = new ShaderBuilder(); expect(builder.getSymbolVertexShader(true)).to.eql(`precision mediump float; uniform mat4 u_projectionMatrix; uniform mat4 u_offsetScaleMatrix; uniform mat4 u_offsetRotateMatrix; uniform float u_time; uniform float u_zoom; uniform float u_resolution; attribute vec2 a_position; attribute float a_index; attribute vec4 a_hitColor; varying vec2 v_texCoord; varying vec2 v_quadCoord; varying vec4 v_hitColor; void main(void) { mat4 offsetMatrix = u_offsetScaleMatrix; vec2 halfSize = vec2(1.0) * 0.5; vec2 offset = vec2(0.0); float angle = 0.0; float offsetX; float offsetY; if (a_index == 0.0) { offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle); offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle); } else if (a_index == 1.0) { offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle); offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle); } else if (a_index == 2.0) { offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle); offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle); } else { offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle); offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle); } vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0); gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets; vec4 texCoord = vec4(0.0, 0.0, 1.0, 1.0); float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.p; float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.q; v_texCoord = vec2(u, v); u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0; v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0; v_quadCoord = vec2(u, v); v_hitColor = a_hitColor; }`); }); it('generates a symbol vertex shader (with a rotation expression)', function() { const builder = new ShaderBuilder(); builder.setSizeExpression(`vec2(${numberToGlsl(6)})`); builder.setSymbolOffsetExpression(arrayToGlsl([5, -7])); builder.setRotationExpression('u_time * 0.2'); expect(builder.getSymbolVertexShader()).to.eql(`precision mediump float; uniform mat4 u_projectionMatrix; uniform mat4 u_offsetScaleMatrix; uniform mat4 u_offsetRotateMatrix; uniform float u_time; uniform float u_zoom; uniform float u_resolution; attribute vec2 a_position; attribute float a_index; varying vec2 v_texCoord; varying vec2 v_quadCoord; void main(void) { mat4 offsetMatrix = u_offsetScaleMatrix; vec2 halfSize = vec2(6.0) * 0.5; vec2 offset = vec2(5.0, -7.0); float angle = u_time * 0.2; float offsetX; float offsetY; if (a_index == 0.0) { offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle); offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle); } else if (a_index == 1.0) { offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y - halfSize.y) * sin(angle); offsetY = (offset.y - halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle); } else if (a_index == 2.0) { offsetX = (offset.x + halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle); offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x + halfSize.x) * sin(angle); } else { offsetX = (offset.x - halfSize.x) * cos(angle) + (offset.y + halfSize.y) * sin(angle); offsetY = (offset.y + halfSize.y) * cos(angle) - (offset.x - halfSize.x) * sin(angle); } vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0); gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets; vec4 texCoord = vec4(0.0, 0.0, 1.0, 1.0); float u = a_index == 0.0 || a_index == 3.0 ? texCoord.s : texCoord.p; float v = a_index == 2.0 || a_index == 3.0 ? texCoord.t : texCoord.q; v_texCoord = vec2(u, v); u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0; v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0; v_quadCoord = vec2(u, v); }`); }); }); describe('getSymbolFragmentShader', function() { it('generates a symbol fragment shader (with varying)', function() { const builder = new ShaderBuilder(); builder.addVarying('v_opacity', 'float', numberToGlsl(0.4)); builder.addVarying('v_test', 'vec3', arrayToGlsl([1, 2, 3])); builder.setSizeExpression(`vec2(${numberToGlsl(6)})`); builder.setSymbolOffsetExpression(arrayToGlsl([5, -7])); builder.setColorExpression(colorToGlsl([80, 0, 255])); builder.setTextureCoordinateExpression(arrayToGlsl([0, 0.5, 0.5, 1])); expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float; uniform float u_time; uniform float u_zoom; uniform float u_resolution; varying vec2 v_texCoord; varying vec2 v_quadCoord; varying float v_opacity; varying vec3 v_test; void main(void) { if (false) { discard; } gl_FragColor = vec4(0.3137254901960784, 0.0, 1.0, 1.0); gl_FragColor.rgb *= gl_FragColor.a; }`); }); it('generates a symbol fragment shader (with uniforms)', function() { const builder = new ShaderBuilder(); builder.addUniform('float u_myUniform'); builder.addUniform('vec2 u_myUniform2'); builder.setSizeExpression(`vec2(${numberToGlsl(6)})`); builder.setSymbolOffsetExpression(arrayToGlsl([5, -7])); builder.setColorExpression(colorToGlsl([255, 255, 255, 1])); builder.setTextureCoordinateExpression(arrayToGlsl([0, 0.5, 0.5, 1])); builder.setFragmentDiscardExpression('u_myUniform > 0.5'); expect(builder.getSymbolFragmentShader()).to.eql(`precision mediump float; uniform float u_time; uniform float u_zoom; uniform float u_resolution; uniform float u_myUniform; uniform vec2 u_myUniform2; varying vec2 v_texCoord; varying vec2 v_quadCoord; void main(void) { if (u_myUniform > 0.5) { discard; } gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); gl_FragColor.rgb *= gl_FragColor.a; }`); }); it('generates a symbol fragment shader for hit detection', function() { const builder = new ShaderBuilder(); expect(builder.getSymbolFragmentShader(true)).to.eql(`precision mediump float; uniform float u_time; uniform float u_zoom; uniform float u_resolution; varying vec2 v_texCoord; varying vec2 v_quadCoord; varying vec4 v_hitColor; void main(void) { if (false) { discard; } gl_FragColor = vec4(1.0); gl_FragColor.rgb *= gl_FragColor.a; if (gl_FragColor.a < 0.1) { discard; } gl_FragColor = v_hitColor; }`); }); }); describe('parseSymbolStyle', function() { it('parses a style without expressions', function() { const result = parseLiteralStyle({ symbol: { symbolType: 'square', size: [4, 8], color: '#ff0000', rotateWithView: true } }); expect(result.builder.uniforms).to.eql([]); expect(result.builder.attributes).to.eql([]); expect(result.builder.varyings).to.eql([]); expect(result.builder.colorExpression).to.eql( 'vec4(vec4(1.0, 0.0, 0.0, 1.0).rgb, vec4(1.0, 0.0, 0.0, 1.0).a * 1.0 * 1.0)'); expect(result.builder.sizeExpression).to.eql('vec2(vec2(4.0, 8.0))'); expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)'); expect(result.builder.texCoordExpression).to.eql('vec4(0.0, 0.0, 1.0, 1.0)'); expect(result.builder.rotateWithView).to.eql(true); expect(result.attributes).to.eql([]); expect(result.uniforms).to.eql({}); }); it('parses a style with expressions', function() { const result = parseLiteralStyle({ symbol: { symbolType: 'square', size: ['get', 'attr1'], color: [255, 127.5, 63.75, 0.25], textureCoord: [0.5, 0.5, 0.5, 1], offset: ['match', ['get', 'attr3'], 'red', [6, 0], 'green', [3, 0], [0, 0]] } }); expect(result.builder.uniforms).to.eql([]); expect(result.builder.attributes).to.eql(['float a_attr1', 'float a_attr3']); expect(result.builder.varyings).to.eql([{ name: 'v_attr1', type: 'float', expression: 'a_attr1' }]); expect(result.builder.colorExpression).to.eql( 'vec4(vec4(1.0, 0.5, 0.25, 0.25).rgb, vec4(1.0, 0.5, 0.25, 0.25).a * 1.0 * 1.0)' ); expect(result.builder.sizeExpression).to.eql('vec2(a_attr1)'); expect(result.builder.offsetExpression).to.eql('(a_attr3 == 1.0 ? vec2(6.0, 0.0) : (a_attr3 == 0.0 ? vec2(3.0, 0.0) : vec2(0.0, 0.0)))'); expect(result.builder.texCoordExpression).to.eql('vec4(0.5, 0.5, 0.5, 1.0)'); expect(result.builder.rotateWithView).to.eql(false); expect(result.attributes.length).to.eql(2); expect(result.attributes[0].name).to.eql('attr1'); expect(result.attributes[1].name).to.eql('attr3'); expect(result.uniforms).to.eql({}); }); it('parses a style with a uniform (texture)', function() { const result = parseLiteralStyle({ symbol: { symbolType: 'image', src: '../data/image.png', size: 6, color: '#336699', opacity: 0.5 } }); expect(result.builder.uniforms).to.eql(['sampler2D u_texture']); expect(result.builder.attributes).to.eql([]); expect(result.builder.varyings).to.eql([]); expect(result.builder.colorExpression).to.eql( 'vec4(vec4(0.2, 0.4, 0.6, 1.0).rgb, vec4(0.2, 0.4, 0.6, 1.0).a * 0.5 * 1.0) * texture2D(u_texture, v_texCoord)' ); expect(result.builder.sizeExpression).to.eql('vec2(6.0)'); expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)'); expect(result.builder.texCoordExpression).to.eql('vec4(0.0, 0.0, 1.0, 1.0)'); expect(result.builder.rotateWithView).to.eql(false); expect(result.attributes).to.eql([]); expect(result.uniforms).to.have.property('u_texture'); }); it('parses a style with variables', function() { const result = parseLiteralStyle({ variables: { lower: 100, higher: 400 }, symbol: { symbolType: 'square', size: ['interpolate', ['linear'], ['get', 'population'], ['var', 'lower'], 4, ['var', 'higher'], 8], color: '#336699', opacity: 0.5 } }); expect(result.builder.uniforms).to.eql(['float u_lower', 'float u_higher']); expect(result.builder.attributes).to.eql(['float a_population']); expect(result.builder.varyings).to.eql([{ name: 'v_population', type: 'float', expression: 'a_population' }]); expect(result.builder.colorExpression).to.eql( 'vec4(vec4(0.2, 0.4, 0.6, 1.0).rgb, vec4(0.2, 0.4, 0.6, 1.0).a * 0.5 * 1.0)' ); expect(result.builder.sizeExpression).to.eql( 'vec2(mix(4.0, 8.0, pow(clamp((a_population - u_lower) / (u_higher - u_lower), 0.0, 1.0), 1.0)))' ); expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)'); expect(result.builder.texCoordExpression).to.eql('vec4(0.0, 0.0, 1.0, 1.0)'); expect(result.builder.rotateWithView).to.eql(false); expect(result.attributes.length).to.eql(1); expect(result.attributes[0].name).to.eql('population'); expect(result.uniforms).to.have.property('u_lower'); expect(result.uniforms).to.have.property('u_higher'); }); it('parses a style with a filter', function() { const result = parseLiteralStyle({ filter: ['between', ['get', 'attr0'], 0, 10], symbol: { symbolType: 'square', size: 6, color: '#336699' } }); expect(result.builder.attributes).to.eql(['float a_attr0']); expect(result.builder.varyings).to.eql([{ name: 'v_attr0', type: 'float', expression: 'a_attr0' }]); expect(result.builder.colorExpression).to.eql( 'vec4(vec4(0.2, 0.4, 0.6, 1.0).rgb, vec4(0.2, 0.4, 0.6, 1.0).a * 1.0 * 1.0)' ); expect(result.builder.sizeExpression).to.eql('vec2(6.0)'); expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)'); expect(result.builder.texCoordExpression).to.eql('vec4(0.0, 0.0, 1.0, 1.0)'); expect(result.builder.discardExpression).to.eql('!(v_attr0 >= 0.0 && v_attr0 <= 10.0)'); expect(result.builder.rotateWithView).to.eql(false); expect(result.attributes.length).to.eql(1); expect(result.attributes[0].name).to.eql('attr0'); }); it('parses a style with a color interpolation', function() { const result = parseLiteralStyle({ symbol: { symbolType: 'square', size: 6, color: ['interpolate', ['linear'], ['var', 'ratio'], 0, [255, 255, 0], 1, 'red'] } }); expect(result.builder.attributes).to.eql([]); expect(result.builder.varyings).to.eql([]); expect(result.builder.colorExpression).to.eql( 'vec4(mix(vec4(1.0, 1.0, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0), pow(clamp((u_ratio - 0.0) / (1.0 - 0.0), 0.0, 1.0), 1.0)).rgb, mix(vec4(1.0, 1.0, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0), pow(clamp((u_ratio - 0.0) / (1.0 - 0.0), 0.0, 1.0), 1.0)).a * 1.0 * 1.0)' ); expect(result.builder.sizeExpression).to.eql('vec2(6.0)'); expect(result.builder.offsetExpression).to.eql('vec2(0.0, 0.0)'); expect(result.builder.texCoordExpression).to.eql('vec4(0.0, 0.0, 1.0, 1.0)'); expect(result.builder.rotateWithView).to.eql(false); expect(result.attributes).to.eql([]); expect(result.uniforms).to.have.property('u_ratio'); }); it('correctly adds string variables to the string literals mapping', function() { const result = parseLiteralStyle({ variables: { mySize: 'abcdef' }, symbol: { symbolType: 'square', size: ['match', ['var', 'mySize'], 'abc', 10, 'def', 20, 30], color: 'red' } }); expect(result.uniforms['u_mySize']()).to.be.greaterThan(0); }); it('throws when a variable is requested but not present in the style', function(done) { const result = parseLiteralStyle({ variables: {}, symbol: { symbolType: 'square', size: ['var', 'mySize'], color: 'red' } }); try { result.uniforms['u_mySize'](); } catch (e) { done(); } done(true); }); it('throws when a variable is requested but the style does not have a variables dict', function(done) { const result = parseLiteralStyle({ symbol: { symbolType: 'square', size: ['var', 'mySize'], color: 'red' } }); try { result.uniforms['u_mySize'](); } catch (e) { done(); } done(true); }); }); });