URenderPipeline: Fix blend state with default/mc shaders on 1.17-1.206, properly #120
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The previous workaround for this (5f02456) had incorrectly assumed that all our code running after it would only touch the global GL state but not MC's GlBlendState global state, however
BlendState.activate(andUGraphics.Global.blendState, which forwards to that) does actually set MC's GlBlendState global state as well, rendering the workaround largely ineffective.This commit fixes that by adding an internal method to
BlendStatewhich bypasses MC'sGlBlendState, and then using that method from the workaround inURenderPipelineas well asManagedGlState.