kwin: Fix the glBlendFunc() in the shader case.
The RGB values were being multiplied by the alpha value twice.
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@ -723,7 +723,7 @@ void SceneOpenGL::Window::prepareShaderRenderStates(TextureType type, double opa
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if (!opaque) {
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glEnable(GL_BLEND);
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if (alpha) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glBlendColor((float)opacity, (float)opacity, (float)opacity, (float)opacity);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_CONSTANT_ALPHA);
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