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Improve text rendering in light mode (#7290)
This changes how we convert glyph coverage to alpha (and ultimately a color), but only in light mode. This is a bit of a hack, because it doesn't fix dark-on-light text in _dark mode_ (if you have any), but for the common case this PR is a huge improvement. You can also tweak this yourself now using `Visuals::text_alpha_from_coverage` or from the UI (bottom of the image):  ## Before / After   ## Black text Before/after If you think the text above looks too weak, it's only because of the default text color. Here's how it looks like with perfectly `#000000` black text:  
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@@ -50,7 +50,7 @@ pub use self::{
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color::ColorMode,
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corner_radius::CornerRadius,
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corner_radius_f32::CornerRadiusF32,
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image::{ColorImage, FontImage, ImageData, ImageDelta},
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image::{AlphaFromCoverage, ColorImage, FontImage, ImageData, ImageDelta},
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margin::Margin,
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margin_f32::*,
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mesh::{Mesh, Mesh16, Vertex},
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