#version 100 precision highp float; const vec3 back_color_dark = vec3(0.235, 0.235, 0.235); const vec3 back_color_light = vec3(0.365, 0.365, 0.365); uniform sampler2D texture; uniform bool transparent_background; uniform bool svg_source; varying vec2 tex_coord; vec4 svg_color() { // takes foreground from texture vec4 fore_color = texture2D(texture, tex_coord); // calculates radial gradient vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coord.xy) - vec2(0.5))))); // blends foreground with background return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0); } vec4 non_svg_color() { // takes foreground from texture vec4 color = texture2D(texture, tex_coord); return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a); } void main() { vec4 color = svg_source ? svg_color() : non_svg_color(); color.a = transparent_background ? color.a * 0.5 : color.a; gl_FragColor = color; }