text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2018 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var Utils = require('../../renderer/webgl/Utils');
  
  /**
   * Renders this Game Object with the WebGL Renderer to the given Camera.
   * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
   * This method should not be called directly. It is a utility function of the Render module.
   *
   * @method Phaser.GameObjects.RenderTexture#renderWebGL
   * @since 3.2.0
   * @private
   *
   * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active Canvas renderer.
   * @param {Phaser.GameObjects.RenderTexture} src - The Game Object being rendered in this call.
   * @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
   * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
   * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
   */
  var RenderTextureWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
  {
      var frame = src.frame;
      var width = frame.width;
      var height = frame.height;
      var getTint = Utils.getTintAppendFloatAlpha;
  
      this.pipeline.batchTexture(
          src,
          frame.glTexture,
          width, height,
          src.x, src.y,
          width, height,
          src.scaleX, src.scaleY,
          src.rotation,
          src.flipX, !src.flipY,
          src.scrollFactorX, src.scrollFactorY,
          src.displayOriginX, src.displayOriginY,
          0, 0, width, height,
          getTint(src._tintTL, camera.alpha * src._alphaTL),
          getTint(src._tintTR, camera.alpha * src._alphaTR),
          getTint(src._tintBL, camera.alpha * src._alphaBL),
          getTint(src._tintBR, camera.alpha * src._alphaBR),
          (src._isTinted && src.tintFill),
          0, 0,
          camera,
          parentMatrix
      );
  
      //  Force clear the current texture so that items next in the batch (like Graphics) don't try and use it
      renderer.setBlankTexture(true);
  };
  
  module.exports = RenderTextureWebGLRenderer;
  