/* https://grabient.com/_gGKfn5gMKgCDgiLgK0gGvgBpgBigGugOhgIu?style=linearSwatches&steps=6&angle=45 */
background: linear-gradient(45deg, #466e22 0.000%, #466e22 16.667%, #43892a calc(16.667% + 1px), #43892a 33.333%, #4a9b36 calc(33.333% + 1px), #4a9b36 50.000%, #58a443 calc(50.000% + 1px), #58a443 66.667%, #6aa253 calc(66.667% + 1px), #6aa253 83.333%, #7a9864 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/_gGKfn5gMKgCDgiLgK0gGvgBpgBigGugOhgIu?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="#466e22" 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="#43892a" 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="#4a9b36" 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="#58a443" 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="#6aa253" 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="#7a9864" fill-opacity="1.000" /></g>
</svg>
["#466e22", "#43892a", "#4a9b36", "#58a443", "#6aa253", "#7a9864"]
// https://grabient.com/_gGKfn5gMKgCDgiLgK0gGvgBpgBigGugOhgIu?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(0.394, -1.543, 0.778);
vec3 b = vec3(0.131, 2.187, 0.692);
vec3 c = vec3(0.431, 0.105, 0.098);
vec3 d = vec3(0.430, 0.929, 0.558);
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);
}
[
[0.394, -1.543, 0.778],
[0.131, 2.187, 0.692],
[0.431, 0.105, 0.098],
[0.430, 0.929, 0.558]
]