FillPathWebGL = function (pipeline, calcMatrix, src, alpha, dx, dy)
{
    var fillTintColor = Utils.getTintAppendFloatAlpha(src.fillColor, src.fillAlpha * alpha);

    var path = src.pathData;
    var pathIndexes = src.pathIndexes;

    for (var i = 0; i < pathIndexes.length; i += 3)
    {
        var p0 = pathIndexes[i] * 2;
        var p1 = pathIndexes[i + 1] * 2;
        var p2 = pathIndexes[i + 2] * 2;

        var x0 = path[p0 + 0] - dx;
        var y0 = path[p0 + 1] - dy;
        var x1 = path[p1 + 0] - dx;
        var y1 = path[p1 + 1] - dy;
        var x2 = path[p2 + 0] - dx;
        var y2 = path[p2 + 1] - dy;

        var tx0 = calcMatrix.getX(x0, y0);
        var ty0 = calcMatrix.getY(x0, y0);

        var tx1 = calcMatrix.getX(x1, y1);
        var ty1 = calcMatrix.getY(x1, y1);

        var tx2 = calcMatrix.getX(x2, y2);
        var ty2 = calcMatrix.getY(x2, y2);

        pipeline.batchTri(src, tx0, ty0, tx1, ty1, tx2, ty2, 0, 0, 1, 1, fillTintColor, fillTintColor, fillTintColor, 2);
    }
}
Renders a filled path for the given Shape.

@method Phaser.GameObjects.Shape#FillPathWebGL
@since 3.13.0
@private

@param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - The WebGL Pipeline used to render this Shape.
@param {Phaser.GameObjects.Components.TransformMatrix} calcMatrix - The transform matrix used to get the position values.
@param {Phaser.GameObjects.Shape} src - The Game Object shape being rendered in this call.
@param {number} alpha - The base alpha value.
@param {number} dx - The source displayOriginX.
@param {number} dy - The source displayOriginY.