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This PR depends on pyglet/pyglet#1400 in Pyglet to be merged first, and will error without it.

WebGL by default has an alpha channel on the backing buffer which causes the content of the HTML/CSS behind the canvas element to bleed through when doing alpha blending. On desktop OpenGL/GLES the backing buffer is solid black and doesn't have an alpha channel.

This change makes the WebGL context function more in line with how desktop OpenGL does

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