/* https://grabient.com/_gEugEWgHXgMOgCXgEUgBmgNXgKOgLXgHWgG7?style=linearSwatches&steps=6&angle=45 */
background: linear-gradient(45deg, #302136 0.000%, #302136 16.667%, #4a2f39 calc(16.667% + 1px), #4a2f39 33.333%, #635664 calc(33.333% + 1px), #635664 50.000%, #7c6d9c calc(50.000% + 1px), #7c6d9c 66.667%, #955dbd calc(66.667% + 1px), #955dbd 83.333%, #ac35b2 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/_gEugEWgHXgMOgCXgEUgBmgNXgKOgLXgHWgG7?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="#302136" 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="#4a2f39" 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="#635664" 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="#7c6d9c" 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="#955dbd" 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="#ac35b2" fill-opacity="1.000" /></g>
</svg>
["#302136", "#4a2f39", "#635664", "#7c6d9c", "#955dbd", "#ac35b2"]
// https://grabient.com/_gEugEWgHXgMOgCXgEUgBmgNXgKOgLXgHWgG7?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(0.302, 0.278, 0.471);
vec3 b = vec3(0.782, 0.151, 0.276);
vec3 c = vec3(0.102, 0.855, 0.654);
vec3 d = vec3(0.727, 0.470, 0.443);
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);
}
[
[0.302, 0.278, 0.471],
[0.782, 0.151, 0.276],
[0.102, 0.855, 0.654],
[0.727, 0.470, 0.443]
]