/* https://grabient.com/_g0sgMAgNSgv9gD4gB3gBigFKgMggHCgDpgM1?style=linearSwatches&steps=6&angle=45 */
background: linear-gradient(45deg, #74cbe6 0.000%, #74cbe6 16.667%, #5bb1f7 calc(16.667% + 1px), #5bb1f7 33.333%, #4f9aec calc(33.333% + 1px), #4f9aec 50.000%, #4e8acf calc(50.000% + 1px), #4e8acf 66.667%, #5a85bb calc(66.667% + 1px), #5a85bb 83.333%, #7189c3 calc(83.333% + 1px) 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_g0sgMAgNSgv9gD4gB3gBigFKgMggHCgDpgM1?style=linearSwatches&steps=6&angle=45 -->
<defs>
<clipPath id="bounds">
<rect x="0" y="0" width="800" height="400" />
</clipPath>
</defs>
<g clip-path="url(#bounds)"><path d="M 416.228,816.228 L -216.228,183.772 L -116.228,83.772 L 516.228,716.228 Z" fill="#74cbe6" fill-opacity="1.000" /><path d="M 516.228,716.228 L -116.228,83.772 L -16.228,-16.228 L 616.228,616.228 Z" fill="#5bb1f7" fill-opacity="1.000" /><path d="M 616.228,616.228 L -16.228,-16.228 L 83.772,-116.228 L 716.228,516.228 Z" fill="#4f9aec" fill-opacity="1.000" /><path d="M 716.228,516.228 L 83.772,-116.228 L 183.772,-216.228 L 816.228,416.228 Z" fill="#4e8acf" fill-opacity="1.000" /><path d="M 816.228,416.228 L 183.772,-216.228 L 283.772,-316.228 L 916.228,316.228 Z" fill="#5a85bb" fill-opacity="1.000" /><path d="M 916.228,316.228 L 283.772,-316.228 L 383.772,-416.228 L 1016.228,216.228 Z" fill="#7189c3" fill-opacity="1.000" /></g>
</svg>
["#74cbe6", "#5bb1f7", "#4f9aec", "#4e8acf", "#5a85bb", "#7189c3"]
// https://grabient.com/_g0sgMAgNSgv9gD4gB3gBigFKgMggHCgDpgM1?style=linearSwatches&steps=6&angle=45
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 6.0;
const float ANGLE = 45.0;
vec3 palette(float t) {
vec3 a = vec3(3.372, 0.768, 0.850);
vec3 b = vec3(3.069, 0.248, 0.119);
vec3 c = vec3(0.098, 0.330, 0.800);
vec3 d = vec3(0.450, 0.233, 0.821);
return a + b * cos(6.283185 * (c * t + d));
}
// N hard swatches sampled from the palette
vec3 stops(float t) {
float i = min(floor(clamp(t, 0.0, 1.0) * STEPS), STEPS - 1.0);
return palette(i / (STEPS - 1.0));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 p = fragCoord - 0.5 * iResolution.xy;
// CSS angle: 0 = up, clockwise; span = CSS gradient-line length
vec2 dir = vec2(sin(radians(ANGLE)), cos(radians(ANGLE)));
float len = abs(iResolution.x * dir.x) + abs(iResolution.y * dir.y);
float t = dot(p, dir) / len + 0.5;
fragColor = vec4(stops(t), 1.0);
}
[
[3.372, 0.768, 0.850],
[3.069, 0.248, 0.119],
[0.098, 0.330, 0.800],
[0.450, 0.233, 0.821]
]