/* https://grabient.com/_gEZgKTgHYgE7gJVgEqgBhgEjgG4gJogHpgIQ?style=linearSwatches&steps=6&angle=45 */
background: linear-gradient(45deg, #0c102e 0.000%, #0c102e 16.667%, #131640 calc(16.667% + 1px), #131640 33.333%, #1a3063 calc(33.333% + 1px), #1a3063 50.000%, #23598c calc(50.000% + 1px), #23598c 66.667%, #2c8db0 calc(66.667% + 1px), #2c8db0 83.333%, #35c5c3 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/_gEZgKTgHYgE7gJVgEqgBhgEjgG4gJogHpgIQ?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="#0c102e" 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="#131640" 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="#1a3063" 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="#23598c" 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="#2c8db0" 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="#35c5c3" fill-opacity="1.000" /></g>
</svg>
["#0c102e", "#131640", "#1a3063", "#23598c", "#2c8db0", "#35c5c3"]
// https://grabient.com/_gEZgKTgHYgE7gJVgEqgBhgEjgG4gJogHpgIQ?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(0.281, 0.659, 0.472);
vec3 b = vec3(0.315, 0.597, 0.298);
vec3 c = vec3(0.097, 0.291, 0.440);
vec3 d = vec3(0.616, 0.489, 0.528);
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);
}
[
[0.281, 0.659, 0.472],
[0.315, 0.597, 0.298],
[0.097, 0.291, 0.440],
[0.616, 0.489, 0.528]
]