#version 110 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; varying vec2 tex_coords; void main() { // calculates radial gradient vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coords.xy) - vec2(0.5))))); vec4 fore_color = texture2D(texture, tex_coords); // blends foreground with background gl_FragColor = vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0); }