As I wrote before, WebGL isn’t really my thing. Someone more knowledgeable in the subject should take a swing at this. But maybe there’s a different way to attack the problem? Keep the depth test enabled, replace the SVG with a photo of your choice and add it as texture to a circle (not a rectangle). Doing the above, I got this result:
By making the following changes to your code.
function preload() {
//img = loadImage('Artboard 1.svg');
img = loadImage('https://picsum.photos/800/800');
img2 = loadImage('Dana_2.png');
img3 = loadImage('Dana_3.png');
}
function setup() {
createCanvas(windowWidth, windowHeight, WEBGL);
// rectMode(CENTER);
imageMode(CENTER);
noStroke();
img.resize(400, 0);
//drawingContext.disable(drawingContext.DEPTH_TEST);
}
function draw() {
// [...] code not shown for brevity.
texture(img);
//rect(0, 0, 400, 400);
circle(200, 200, 400, 400);
// [...] rest of function hidden for brevity.
}