UI: don't multiply color channels by alpha (#12599)
# Objective - since #12500, text is a little bit more gray in UI ## Solution - don't multiply color by alpha. I think this was done in the original PR (#8973) for shadows which were not added in #12500
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				@ -300,12 +300,12 @@ fn draw(in: VertexOutput) -> vec4<f32> {
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        // is present, otherwise an outline about the external boundary would be drawn even without 
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        // a border.
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        let t = 1. - select(step(0.0, border_distance), smoothstep(0.0, fborder, border_distance), external_distance < internal_distance);
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        return vec4(color.rgb * t * color.a, t * color.a);
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        return color.rgba * t;
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    }
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    // The item is a rectangle, draw normally with anti-aliasing at the edges.
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    let t = 1. - smoothstep(0.0, fexternal, external_distance);
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    return vec4(color.rgb * t * color.a, t * color.a);
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    return color.rgba * t;
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}
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@fragment
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