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Right now egui_vulkano does not use correct blending for premultiplied alpha causing weird glitches, eg in my application windows shadow when rendered on top of the game, cause the alpha of frame buffer to drop and game window becomes transparent around egui windows. That's because alpha channel is blended incorrectly, it should use (ONE, ONE_MINUS_SRC_ALPHA) for both color and alpha, right now it is (SRC_ALPHA, ONE_MINUS_SRC_ALPHA), so the source alpha gets squared and does not add up to 1 when drawing a transparent element over opaque destination.
This PR fixes it.