/* https://grabient.com/_gJcgIKgJRgIJgG4gITgF4gHWgFVgILgH3gIx?style=linearSwatches&steps=6&angle=90 */
background: linear-gradient(90deg, #17151a 0.000%, #17151a 16.667%, #2e293a calc(16.667% + 1px), #2e293a 33.333%, #5d5c6b calc(33.333% + 1px), #5d5c6b 50.000%, #999ea4 calc(50.000% + 1px), #999ea4 66.667%, #d5d6db calc(66.667% + 1px), #d5d6db 83.333%, #fff4ff 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/_gJcgIKgJRgIJgG4gITgF4gHWgFVgILgH3gIx?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="#17151a" 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="#2e293a" 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="#5d5c6b" 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="#999ea4" 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="#d5d6db" 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="#fff4ff" fill-opacity="1.000" /></g>
</svg>
["#17151a", "#2e293a", "#5d5c6b", "#999ea4", "#d5d6db", "#fff4ff"]
// https://grabient.com/_gJcgIKgJRgIJgG4gITgF4gHWgFVgILgH3gIx?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(0.604, 0.522, 0.593);
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);
}
[
[0.604, 0.522, 0.593],
[0.521, 0.440, 0.531],
[0.376, 0.470, 0.341],
[0.523, 0.503, 0.561]
]