BitmapTextWebGLRenderer = function (renderer, src, camera, parentMatrix)
{
    var text = src._text;
    var textLength = text.length;

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

    camera.addToRenderList(src);

    var pipeline = renderer.pipelines.set(src.pipeline, src);

    var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;

    //  This causes a flush if the BitmapText has a Post Pipeline
    renderer.pipelines.preBatch(src);

    var roundPixels = camera.roundPixels;

    var cameraAlpha = camera.alpha;

    var charColors = src.charColors;

    var tintEffect = src.tintFill;

    var getTint = Utils.getTintAppendFloatAlpha;

    var tintTL = getTint(src.tintTopLeft, cameraAlpha * src._alphaTL);
    var tintTR = getTint(src.tintTopRight, cameraAlpha * src._alphaTR);
    var tintBL = getTint(src.tintBottomLeft, cameraAlpha * src._alphaBL);
    var tintBR = getTint(src.tintBottomRight, cameraAlpha * src._alphaBR);

    var texture = src.frame.glTexture;
    var textureUnit = pipeline.setGameObject(src);

    //  Update the bounds - skipped internally if not dirty
    var bounds = src.getTextBounds(false);

    var i;
    var char;
    var glyph;

    var characters = bounds.characters;

    var dropShadowX = src.dropShadowX;
    var dropShadowY = src.dropShadowY;

    var dropShadow = (dropShadowX !== 0 || dropShadowY !== 0);

    if (dropShadow)
    {
        var srcShadowColor = src.dropShadowColor;
        var srcShadowAlpha = src.dropShadowAlpha;

        var shadowTL = getTint(srcShadowColor, cameraAlpha * srcShadowAlpha * src._alphaTL);
        var shadowTR = getTint(srcShadowColor, cameraAlpha * srcShadowAlpha * src._alphaTR);
        var shadowBL = getTint(srcShadowColor, cameraAlpha * srcShadowAlpha * src._alphaBL);
        var shadowBR = getTint(srcShadowColor, cameraAlpha * srcShadowAlpha * src._alphaBR);

        for (i = 0; i < characters.length; i++)
        {
            char = characters[i];
            glyph = char.glyph;

            if (char.code === 32 || glyph.width === 0 || glyph.height === 0)
            {
                continue;
            }

            BatchChar(pipeline, src, char, glyph, dropShadowX, dropShadowY, calcMatrix, roundPixels, shadowTL, shadowTR, shadowBL, shadowBR, 1, texture, textureUnit);
        }
    }

    for (i = 0; i < characters.length; i++)
    {
        char = characters[i];
        glyph = char.glyph;

        if (char.code === 32 || glyph.width === 0 || glyph.height === 0)
        {
            continue;
        }

        if (pipeline.shouldFlush(6))
        {
            pipeline.flush();
            textureUnit = pipeline.setGameObject(src);
        }

        if (charColors[char.i])
        {
            var color = charColors[char.i];

            var charTintEffect = color.tintEffect;
            var charTintTL = getTint(color.tintTL, cameraAlpha * src._alphaTL);
            var charTintTR = getTint(color.tintTR, cameraAlpha * src._alphaTR);
            var charTintBL = getTint(color.tintBL, cameraAlpha * src._alphaBL);
            var charTintBR = getTint(color.tintBR, cameraAlpha * src._alphaBR);

            BatchChar(pipeline, src, char, glyph, 0, 0, calcMatrix, roundPixels, charTintTL, charTintTR, charTintBL, charTintBR, charTintEffect, texture, textureUnit);
        }
        else
        {
            BatchChar(pipeline, src, char, glyph, 0, 0, calcMatrix, roundPixels, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
        }

        //  Debug test if the characters are in the correct place when rendered:
        // pipeline.drawFillRect(tx0, ty0, tx2 - tx0, ty2 - ty0, 0x00ff00, 0.5);
    }

    renderer.pipelines.postBatch(src);
}
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.BitmapText#renderWebGL
@since 3.0.0
@private

@param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
@param {Phaser.GameObjects.BitmapText} src - 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