ContainerWebGLRenderer = function (renderer, container, camera, parentMatrix)
{
    camera.addToRenderList(container);

    var children = container.list;
    var childCount = children.length;

    if (childCount === 0)
    {
        return;
    }

    var transformMatrix = container.localTransform;

    if (parentMatrix)
    {
        transformMatrix.loadIdentity();
        transformMatrix.multiply(parentMatrix);
        transformMatrix.translate(container.x, container.y);
        transformMatrix.rotate(container.rotation);
        transformMatrix.scale(container.scaleX, container.scaleY);
    }
    else
    {
        transformMatrix.applyITRS(container.x, container.y, container.rotation, container.scaleX, container.scaleY);
    }

    renderer.pipelines.preBatch(container);

    var containerHasBlendMode = (container.blendMode !== -1);

    if (!containerHasBlendMode)
    {
        //  If Container is SKIP_TEST then set blend mode to be Normal
        renderer.setBlendMode(0);
    }

    var alpha = container.alpha;

    var scrollFactorX = container.scrollFactorX;
    var scrollFactorY = container.scrollFactorY;

    for (var i = 0; i < childCount; i++)
    {
        var child = children[i];

        if (!child.willRender(camera))
        {
            continue;
        }

        var childAlphaTopLeft;
        var childAlphaTopRight;
        var childAlphaBottomLeft;
        var childAlphaBottomRight;

        if (child.alphaTopLeft !== undefined)
        {
            childAlphaTopLeft = child.alphaTopLeft;
            childAlphaTopRight = child.alphaTopRight;
            childAlphaBottomLeft = child.alphaBottomLeft;
            childAlphaBottomRight = child.alphaBottomRight;
        }
        else
        {
            var childAlpha = child.alpha;

            childAlphaTopLeft = childAlpha;
            childAlphaTopRight = childAlpha;
            childAlphaBottomLeft = childAlpha;
            childAlphaBottomRight = childAlpha;
        }

        var childScrollFactorX = child.scrollFactorX;
        var childScrollFactorY = child.scrollFactorY;

        if (!containerHasBlendMode && child.blendMode !== renderer.currentBlendMode)
        {
            //  If Container doesn't have its own blend mode, then a child can have one
            renderer.setBlendMode(child.blendMode);
        }

        var mask = child.mask;

        if (mask)
        {
            mask.preRenderWebGL(renderer, child, camera);
        }

        var type = child.type;

        if (type !== renderer.currentType)
        {
            renderer.newType = true;
            renderer.currentType = type;
        }

        renderer.nextTypeMatch = (i < childCount - 1) ? (children[i + 1].type === renderer.currentType) : false;

        //  Set parent values
        child.setScrollFactor(childScrollFactorX * scrollFactorX, childScrollFactorY * scrollFactorY);

        child.setAlpha(childAlphaTopLeft * alpha, childAlphaTopRight * alpha, childAlphaBottomLeft * alpha, childAlphaBottomRight * alpha);

        //  Render
        child.renderWebGL(renderer, child, camera, transformMatrix, container);

        //  Restore original values

        child.setAlpha(childAlphaTopLeft, childAlphaTopRight, childAlphaBottomLeft, childAlphaBottomRight);

        child.setScrollFactor(childScrollFactorX, childScrollFactorY);

        if (mask)
        {
            mask.postRenderWebGL(renderer, camera);
        }

        renderer.newType = false;
    }

    renderer.pipelines.postBatch(container);
}
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.Container#renderWebGL
@since 3.4.0
@private

@param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
@param {Phaser.GameObjects.Container} container - The Game Object being rendered in this call.
@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