/* https://grabient.com/_gI1gt9gT0gC3goxgQ_gLNgBkgBfgGbgHegH7?style=linearSwatches&steps=6&angle=90 */
background: linear-gradient(90deg, #695b2e 0.000%, #695b2e 16.667%, #645532 calc(16.667% + 1px), #645532 33.333%, #815939 calc(33.333% + 1px), #815939 50.000%, #a96844 calc(50.000% + 1px), #a96844 66.667%, #bf8053 calc(66.667% + 1px), #bf8053 83.333%, #b0a365 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/_gI1gt9gT0gC3goxgQ_gLNgBkgBfgGbgHegH7?style=linearSwatches&steps=6&angle=90 -->
<defs>
<clipPath id="bounds">
<rect x="0" y="0" width="800" height="400" />
</clipPath>
</defs>
<g clip-path="url(#bounds)"><path d="M 0.000,647.214 L 0.000,-247.214 L 133.333,-247.214 L 133.333,647.214 Z" fill="#695b2e" fill-opacity="1.000" /><path d="M 133.333,647.214 L 133.333,-247.214 L 266.667,-247.214 L 266.667,647.214 Z" fill="#645532" fill-opacity="1.000" /><path d="M 266.667,647.214 L 266.667,-247.214 L 400.000,-247.214 L 400.000,647.214 Z" fill="#815939" fill-opacity="1.000" /><path d="M 400.000,647.214 L 400.000,-247.214 L 533.333,-247.214 L 533.333,647.214 Z" fill="#a96844" fill-opacity="1.000" /><path d="M 533.333,647.214 L 533.333,-247.214 L 666.667,-247.214 L 666.667,647.214 Z" fill="#bf8053" fill-opacity="1.000" /><path d="M 666.667,647.214 L 666.667,-247.214 L 800.000,-247.214 L 800.000,647.214 Z" fill="#b0a365" fill-opacity="1.000" /></g>
</svg>
["#695b2e", "#645532", "#815939", "#a96844", "#bf8053", "#b0a365"]
// https://grabient.com/_gI1gt9gT0gC3goxgQ_gLNgBkgBfgGbgHegH7?style=linearSwatches&steps=6&angle=90
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 6.0;
const float ANGLE = 90.0;
vec3 palette(float t) {
vec3 a = vec3(0.565, 2.941, 1.268);
vec3 b = vec3(0.183, 2.609, 1.087);
vec3 c = vec3(0.717, 0.100, 0.095);
vec3 d = vec3(0.411, 0.478, 0.507);
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);
}
[
[0.565, 2.941, 1.268],
[0.183, 2.609, 1.087],
[0.717, 0.100, 0.095],
[0.411, 0.478, 0.507]
]