text: // copy from Phaser.GameObjects.Text
  
  const Utils = Phaser.Renderer.WebGL.Utils;
  
  var WebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) {
      if (src.dirty) {
          src.updateTexture();
          src.dirty = false;
      }
  
      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 / src.resolution, height / src.resolution,
          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
      );
  };
  
  export default WebGLRenderer;