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Unexpected token in GLSL code in Safari 9 #2430
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bugsomething brokensomething broken
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Hello. I have a problem with support for Safari 9.

After that, I checked plotly npm run test-syntax command and received the following result

It's strange, the test passes but in a safari 9 it does not work.
After that I found the following in the code
Details
`vert: glslify(["precision highp float;\n#define GLSLIFY 1\n\nattribute vec2 aCoord, bCoord, nextCoord, prevCoord;\nattribute vec4 aColor, bColor;\nattribute float lineEnd, lineTop;\n\nuniform vec2 scale, translate, scaleRatio;\nuniform float thickness, pixelRatio, id;\nuniform vec4 viewport;\nuniform float miterLimit, dashLength, miterMode;\n\nvarying vec4 fragColor;\nvarying vec4 startCutoff, endCutoff;\nvarying vec2 tangent;\nvarying vec2 startCoord, endCoord;\nvarying float enableStartMiter, enableEndMiter;\n\nconst float MAX_LINES = 256.;\nconst float REVERSE_THRESHOLD = -.875;\nconst float MIN_DIST = 1.;\n\n//TODO: possible optimizations: avoid overcalculating all for vertices and calc just one instead\n//TODO: precalculate dot products, normalize things beforehead etc.\n\nfloat distToLine(vec2 p, vec2 a, vec2 b) {\n\tvec2 diff = b - a;\n\tvec2 perp = normalize(vec2(-diff.y, diff.x));\n\treturn dot(p - a, perp);\n}\n\nbool isNaN( float val ){\n return ( val < 0.0 || 0.0 < val || val == 0.0 ) ? false : true;\n}\n\nvoid main() {\n\tvec2 aCoord = aCoord, bCoord = bCoord, prevCoord = prevCoord, nextCoord = nextCoord;\n\tvec2 normalWidth = thickness / scaleRatio;\n\n\tfloat lineStart = 1. - lineEnd;\n\tfloat lineBot = 1. - lineTop;\n\tfloat depth = (MAX_LINES - 1. - id) / MAX_LINES;\n\n\tfragColor = (lineStart * aColor + lineEnd * bColor) / 255.;\n\n\tif (isNaN(aCoord.x) || isNaN(aCoord.y) || isNaN(bCoord.x) || isNaN(bCoord.y)) return;\n\n\tif (aCoord == prevCoord) prevCoord = aCoord + normalize(bCoord - aCoord);\n\tif (bCoord == nextCoord) nextCoord = bCoord - normalize(bCoord - aCoord);\n\n\tvec2 prevDiff = aCoord - prevCoord;\n\tvec2 currDiff = bCoord - aCoord;\n\tvec2 nextDiff = nextCoord - bCoord;\n\n\tvec2 prevDirection = normalize(prevDiff);\n\tvec2 currDirection = normalize(currDiff);\n\tvec2 nextDirection = normalize(nextDiff);\n\n\tvec2 prevTangent = normalize(prevDiff * scaleRatio);\n\tvec2 currTangent = normalize(currDiff * scaleRatio);\n\tvec2 nextTangent = normalize(nextDiff * scaleRatio);\n\n\tvec2 prevNormal = vec2(-prevTangent.y, prevTangent.x);\n\tvec2 currNormal = vec2(-currTangent.y, currTangent.x);\n\tvec2 nextNormal = vec2(-nextTangent.y, nextTangent.x);\n\n\tvec2 startJoinDirection = normalize(prevTangent - currTangent);\n\tvec2 endJoinDirection = normalize(currTangent - nextTangent);\n\n\t//collapsed/unidirectional segment cases\n\tif (prevDirection == currDirection) {\n\t\tstartJoinDirection = currNormal;\n\t}\n\tif (nextDirection == currDirection) {\n\t\tendJoinDirection = currNormal;\n\t}\n\tif (aCoord == bCoord) {\n\t\tendJoinDirection = startJoinDirection;\n\t\tcurrNormal = prevNormal;\n\t\tcurrTangent = prevTangent;\n\t}\n\n\ttangent = currTangent;\n\n\t//calculate join shifts relative to normals\n\tfloat startJoinShift = dot(currNormal, startJoinDirection);\n\tfloat endJoinShift = dot(currNormal, endJoinDirection);\n\n\tfloat startMiterRatio = abs(1. / startJoinShift);\n\tfloat endMiterRatio = abs(1. / endJoinShift);\n\n\tvec2 startJoin = startJoinDirection * startMiterRatio;\n\tvec2 endJoin = endJoinDirection * endMiterRatio;\n\n\tvec2 startTopJoin, startBotJoin, endTopJoin, endBotJoin;\n\tstartTopJoin = sign(startJoinShift) * startJoin * .5;\n\tstartBotJoin = -startTopJoin;\n\n\tendTopJoin = sign(endJoinShift) * endJoin * .5;\n\tendBotJoin = -endTopJoin;\n\n\tvec2 aTopCoord = aCoord + normalWidth * startTopJoin;\n\tvec2 bTopCoord = bCoord + normalWidth * endTopJoin;\n\tvec2 aBotCoord = aCoord + normalWidth * startBotJoin;\n\tvec2 bBotCoord = bCoord + normalWidth * endBotJoin;\n\n\t//miter anti-clipping\n\tfloat baClipping = distToLine(bCoord, aCoord, aBotCoord) / dot(normalize(normalWidth * endBotJoin), normalize(normalWidth.yx * vec2(-startBotJoin.y, startBotJoin.x)));\n\tfloat abClipping = distToLine(aCoord, bCoord, bTopCoord) / dot(normalize(normalWidth * startBotJoin), normalize(normalWidth.yx * vec2(-endBotJoin.y, endBotJoin.x)));\n\n\t//prevent close to reverse direction switch\n\tbool prevReverse = dot(currTangent, prevTangent) <= REVERSE_THRESHOLD && abs(dot(currTangent, prevNormal)) * min(length(prevDiff), length(currDiff)) < length(normalWidth * currNormal);\n\tbool nextReverse = dot(currTangent, nextTangent) <= REVERSE_THRESHOLD && abs(dot(currTangent, nextNormal)) * min(length(nextDiff), length(currDiff)) < length(normalWidth * currNormal);\n\n\tif (prevReverse) {\n\t\t//make join rectangular\n\t\tvec2 miterShift = normalWidth * startJoinDirection * miterLimit * .5;\n\t\tfloat normalAdjust = 1. - min(miterLimit / startMiterRatio, 1.);\n\t\taBotCoord = aCoord + miterShift - normalAdjust * normalWidth * currNormal * .5;\n\t\taTopCoord = aCoord + miterShift + normalAdjust * normalWidth * currNormal * .5;\n\t}\n\telse if (!nextReverse && baClipping > 0. && baClipping < length(normalWidth * endBotJoin)) {\n\t\t//handle miter clipping\n\t\tbTopCoord -= normalWidth * endTopJoin;\n\t\tbTopCoord += normalize(endTopJoin * normalWidth) * baClipping;\n\t}\n\n\tif (nextReverse) {\n\t\t//make join rectangular\n\t\tvec2 miterShift = normalWidth * endJoinDirection * miterLimit * .5;\n\t\tfloat normalAdjust = 1. - min(miterLimit / endMiterRatio, 1.);\n\t\tbBotCoord = bCoord + miterShift - normalAdjust * normalWidth * currNormal * .5;\n\t\tbTopCoord = bCoord + miterShift + normalAdjust * normalWidth * currNormal * .5;\n\t}\n\telse if (!prevReverse && abClipping > 0. && abClipping < length(normalWidth * startBotJoin)) {\n\t\t//handle miter clipping\n\t\taBotCoord -= normalWidth * startBotJoin;\n\t\taBotCoord += normalize(startBotJoin * normalWidth) * abClipping;\n\t}\n\n\tvec2 aTopPosition = (aTopCoord) * scale + translate;\n\tvec2 aBotPosition = (aBotCoord) * scale + translate;\n\n\tvec2 bTopPosition = (bTopCoord) * scale + translate;\n\tvec2 bBotPosition = (bBotCoord) * scale + translate;\n\n\t//position is normalized 0..1 coord on the screen\n\tvec2 position = (aTopPosition * lineTop + aBotPosition * lineBot) * lineStart + (bTopPosition * lineTop + bBotPosition * lineBot) * lineEnd;\n\n\tstartCoord = aCoord * scaleRatio + translate * viewport.zw + viewport.xy;\n\tendCoord = bCoord * scaleRatio + translate * viewport.zw + viewport.xy;\n\n\tgl_Position = vec4(position * 2.0 - 1.0, depth, 1);\n\n\tenableStartMiter = step(dot(currTangent, prevTangent), .5);\n\tenableEndMiter = step(dot(currTangent, nextTangent), .5);\n\n\t//bevel miter cutoffs\n\tif (miterMode == 1.) {\n\t\tif (enableStartMiter == 1.) {\n\t\t\tvec2 startMiterWidth = vec2(startJoinDirection) * thickness * miterLimit * .5;\n\t\t\tstartCutoff = vec4(aCoord, aCoord);\n\t\t\tstartCutoff.zw += vec2(-startJoinDirection.y, startJoinDirection.x) / scaleRatio;\n\t\t\tstartCutoff = startCutoff * scaleRatio.xyxy + translate.xyxy * viewport.zwzw;\n\t\t\tstartCutoff += viewport.xyxy;\n\t\t\tstartCutoff += startMiterWidth.xyxy;\n\t\t}\n\n\t\tif (enableEndMiter == 1.) {\n\t\t\tvec2 endMiterWidth = vec2(endJoinDirection) * thickness * miterLimit * .5;\n\t\t\tendCutoff = vec4(bCoord, bCoord);\n\t\t\tendCutoff.zw += vec2(-endJoinDirection.y, endJoinDirection.x) / scaleRatio;\n\t\t\tendCutoff = endCutoff * scaleRatio.xyxy + translate.xyxy * viewport.zwzw;\n\t\t\tendCutoff += viewport.xyxy;\n\t\t\tendCutoff += endMiterWidth.xyxy;\n\t\t}\n\t}\n\n\t//round miter cutoffs\n\telse if (miterMode == 2.) {\n\t\tif (enableStartMiter == 1.) {\n\t\t\tvec2 startMiterWidth = vec2(startJoinDirection) * thickness * abs(dot(startJoinDirection, currNormal)) * .5;\n\t\t\tstartCutoff = vec4(aCoord, aCoord);\n\t\t\tstartCutoff.zw += vec2(-startJoinDirection.y, startJoinDirection.x) / scaleRatio;\n\t\t\tstartCutoff = startCutoff * scaleRatio.xyxy + translate.xyxy * viewport.zwzw;\n\t\t\tstartCutoff += viewport.xyxy;\n\t\t\tstartCutoff += startMiterWidth.xyxy;\n\t\t}\n\n\t\tif (enableEndMiter == 1.) {\n\t\t\tvec2 endMiterWidth = vec2(endJoinDirection) * thickness * abs(dot(endJoinDirection, currNormal)) * .5;\n\t\t\tendCutoff = vec4(bCoord, bCoord);\n\t\t\tendCutoff.zw += vec2(-endJoinDirection.y, endJoinDirection.x) / scaleRatio;\n\t\t\tendCutoff = endCutoff * scaleRatio.xyxy + translate.xyxy * viewport.zwzw;\n\t\t\tendCutoff += viewport.xyxy;\n\t\t\tendCutoff += endMiterWidth.xyxy;\n\t\t}\n\t}\n}\n"]),`In this code you can find const
Not everything is compiled into ES5?
What to do with it?
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etpinard commentedon Mar 2, 2018
Thanks very much for the report.
Those
consttokens are in GLSL code I believe, so they shouldn't cause any issue as long as your browser supports WebGL.I suspect an issue with
glslify. More investigation will be needed though.[-]Support ES5[/-][+]Unexpected token in GLSL code in Safari 9[/+]mishaseniv commentedon Mar 2, 2018
For me, working solution has become a replacement const and let to var in mine webpack configuration.
I'm sure this is not the best solution, so I would like to know from you whether this replacement will lead to bugs?
More information about browser which used:

etpinard commentedon Dec 21, 2018
@mishaseniv Is this still an issue?
etpinard commentedon Jan 17, 2019
Closing due to lack of activity. @mishaseniv feel free to open up a new ticket if this issue is still relevant.