/* https://grabient.com/_gJxgFYgEigDHgHmgC_gGmgG0gIEgOggKtgFm?style=linearSwatches&steps=6&angle=45 */
background: linear-gradient(45deg, #cd272b 0.000%, #cd272b 16.667%, #d2691b calc(16.667% + 1px), #d2691b 33.333%, #c9a61d calc(33.333% + 1px), #c9a61d 50.000%, #b5cd32 calc(50.000% + 1px), #b5cd32 66.667%, #9ad150 calc(66.667% + 1px), #9ad150 83.333%, #82b26c 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/_gJxgFYgEigDHgHmgC_gGmgG0gIEgOggKtgFm?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="#cd272b" 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="#d2691b" 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="#c9a61d" 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="#b5cd32" 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="#9ad150" 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="#82b26c" fill-opacity="1.000" /></g>
</svg>
["#cd272b", "#d2691b", "#c9a61d", "#b5cd32", "#9ad150", "#82b26c"]
// https://grabient.com/_gJxgFYgEigDHgHmgC_gGmgG0gIEgOggKtgFm?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(0.625, 0.344, 0.290);
vec3 b = vec3(0.199, 0.486, 0.191);
vec3 c = vec3(0.422, 0.436, 0.516);
vec3 d = vec3(0.928, 0.685, 0.358);
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);
}
[
[0.625, 0.344, 0.290],
[0.199, 0.486, 0.191],
[0.422, 0.436, 0.516],
[0.928, 0.685, 0.358]
]