/* https://grabient.com/_gJKgH4gI_gIJgG4gITgF4gHWgFVgILgH3gIx?style=linearSwatches&steps=6&angle=90 */
background: linear-gradient(90deg, #121015 0.000%, #121015 16.667%, #292535 calc(16.667% + 1px), #292535 33.333%, #585867 calc(33.333% + 1px), #585867 50.000%, #9499a0 calc(50.000% + 1px), #9499a0 66.667%, #d1d2d7 calc(66.667% + 1px), #d1d2d7 83.333%, #ffefff 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/_gJKgH4gI_gIJgG4gITgF4gHWgFVgILgH3gIx?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="#121015" 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="#292535" 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="#585867" 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="#9499a0" 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="#d1d2d7" 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="#ffefff" fill-opacity="1.000" /></g>
</svg>
["#121015", "#292535", "#585867", "#9499a0", "#d1d2d7", "#ffefff"]
// https://grabient.com/_gJKgH4gI_gIJgG4gITgF4gHWgFVgILgH3gIx?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(0.586, 0.504, 0.575);
vec3 b = vec3(0.521, 0.440, 0.531);
vec3 c = vec3(0.376, 0.470, 0.341);
vec3 d = vec3(0.523, 0.503, 0.561);
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);
}
[
[0.586, 0.504, 0.575],
[0.521, 0.440, 0.531],
[0.376, 0.470, 0.341],
[0.523, 0.503, 0.561]
]