text: var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
  {
      if (this.renderMask !== this.renderFlags)
      {
          return;
      }
  
      var list = src.getRenderList();
      var blitterBatch = renderer.blitterBatch;
      var cameraMatrix = camera.matrix.matrix;
      var a = cameraMatrix[0];
      var b = cameraMatrix[1];
      var c = cameraMatrix[2];
      var d = cameraMatrix[3];
      var e = cameraMatrix[4];
      var f = cameraMatrix[5];
      var cameraScrollX = camera.scrollX;
      var cameraScrollY = camera.scrollY;
  
      //  Render bobs
  
      for (var i = 0, l = list.length; i < l; i++)
      {
          var bob = list[i];
          var frame = bob.frame;
          var alpha = bob.alpha;
          var vertexDataBuffer = blitterBatch.vertexDataBuffer;
          var vertexBuffer = vertexDataBuffer.floatView;
          var vertexOffset = 0;
          var uvs = frame.uvs;
          var width = frame.width;
          var height = frame.height;
          var x = bob.x + frame.x - cameraScrollX;
          var y = bob.y + frame.y - cameraScrollY;
          var xw = x + width;
          var yh = y + height;
          var tx = x * a + y * c + e;
          var ty = x * b + y * d + f;
          var txw = xw * a + yh * c + e;
          var tyh = xw * b + yh * d + f;
  
          if (blitterBatch.elementCount >= blitterBatch.maxParticles)
          {
              blitterBatch.flush();
          }
  
          renderer.setBatch(blitterBatch, frame.texture.source[frame.sourceIndex].glTexture);
          vertexOffset = vertexDataBuffer.allocate(20);
          blitterBatch.elementCount += 6;
          x += frame.x;
          y += frame.y;
  
          vertexBuffer[vertexOffset++] = tx;
          vertexBuffer[vertexOffset++] = ty;
          vertexBuffer[vertexOffset++] = uvs.x0;
          vertexBuffer[vertexOffset++] = uvs.y0;
          vertexBuffer[vertexOffset++] = alpha;
  
          vertexBuffer[vertexOffset++] = tx;
          vertexBuffer[vertexOffset++] = tyh;
          vertexBuffer[vertexOffset++] = uvs.x1;
          vertexBuffer[vertexOffset++] = uvs.y1;
          vertexBuffer[vertexOffset++] = alpha;
  
          vertexBuffer[vertexOffset++] = txw;
          vertexBuffer[vertexOffset++] = tyh;
          vertexBuffer[vertexOffset++] = uvs.x2;
          vertexBuffer[vertexOffset++] = uvs.y2;
          vertexBuffer[vertexOffset++] = alpha;
  
          vertexBuffer[vertexOffset++] = txw;
          vertexBuffer[vertexOffset++] = ty;
          vertexBuffer[vertexOffset++] = uvs.x3;
          vertexBuffer[vertexOffset++] = uvs.y3;
          vertexBuffer[vertexOffset++] = alpha;
      }
  };
  
  module.exports = BlitterWebGLRenderer;
  