/* https://grabient.com/_gEFgDXgDJgJSgKggKsgDsgEYgFbgAAgguhBdj6m64PgA?style=angularSwatches&steps=13&angle=90 */
background: conic-gradient(from 90deg, #c5b590 0.000deg, #c5b590 27.692deg, #c4aa7b calc(27.692deg + 0.1deg), #c4aa7b 55.385deg, #c09d65 calc(55.385deg + 0.1deg), #c09d65 83.077deg, #ba8d51 calc(83.077deg + 0.1deg), #ba8d51 110.769deg, #b37c3f calc(110.769deg + 0.1deg), #b37c3f 138.462deg, #a96b31 calc(138.462deg + 0.1deg), #a96b31 166.154deg, #9e5a29 calc(166.154deg + 0.1deg), #9e5a29 193.846deg, #924b26 calc(193.846deg + 0.1deg), #924b26 221.538deg, #853e29 calc(221.538deg + 0.1deg), #853e29 249.231deg, #783433 calc(249.231deg + 0.1deg), #783433 276.923deg, #6c2e41 calc(276.923deg + 0.1deg), #6c2e41 304.615deg, #602b53 calc(304.615deg + 0.1deg), #602b53 332.308deg, #562c68 calc(332.308deg + 0.1deg) 360.000deg);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gEFgDXgDJgJSgKggKsgDsgEYgFbgAAgguhBdj6m64PgA?style=angularSwatches&steps=13&angle=90 -->
<defs>
<clipPath id="squareClip">
<rect x="0" y="0" width="800" height="400" />
</clipPath>
<filter id="antiGap">
<feGaussianBlur in="SourceGraphic" stdDeviation="0.3" />
</filter>
</defs>
<g clip-path="url(#squareClip)" filter="url(#antiGap)" shape-rendering="crispEdges">
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["#c5b590", "#c4aa7b", "#c09d65", "#ba8d51", "#b37c3f", "#a96b31", "#9e5a29", "#924b26", "#853e29", "#783433", "#6c2e41", "#602b53", "#562c68"]
// https://grabient.com/_gEFgDXgDJgJSgKggKsgDsgEYgFbgAAgguhBdj6m64PgA?style=angularSwatches&steps=13&angle=90
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 13.0;
const float ANGLE = 90.0;
vec3 palette(float t) {
vec3 a = vec3(0.511, 0.465, 0.451);
vec3 b = vec3(0.263, 0.297, 0.302);
vec3 c = vec3(0.366, 0.434, 0.538);
vec3 d = vec3(0.000, 2.094, 4.189);
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;
// conic from ANGLE, clockwise from top (CSS convention)
float t = fract((atan(p.x, p.y) - radians(ANGLE)) / 6.283185);
fragColor = vec4(stops(t), 1.0);
}
[
[0.511, 0.465, 0.451],
[0.263, 0.297, 0.302],
[0.366, 0.434, 0.538],
[0.000, 2.094, 4.189]
]