/* https://grabient.com/_gKKgOEgjfgFtgB-gaYgHMgKBgBkgOdgIbgHD?style=linearSwatches&steps=6&angle=90 */
background: linear-gradient(90deg, #f9c6a9 0.000%, #f9c6a9 16.667%, #ffd69c calc(16.667% + 1px), #ffd69c 33.333%, #eeef95 calc(33.333% + 1px), #eeef95 50.000%, #c2ff96 calc(50.000% + 1px), #c2ff96 66.667%, #8dff9d calc(66.667% + 1px), #8dff9d 83.333%, #60f3ab 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/_gKKgOEgjfgFtgB-gaYgHMgKBgBkgOdgIbgHD?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="#f9c6a9" 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="#ffd69c" 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="#eeef95" 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="#c2ff96" 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="#8dff9d" 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="#60f3ab" fill-opacity="1.000" /></g>
</svg>
["#f9c6a9", "#ffd69c", "#eeef95", "#c2ff96", "#8dff9d", "#60f3ab"]
// https://grabient.com/_gKKgOEgjfgFtgB-gaYgHMgKBgBkgOdgIbgHD?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(0.650, 0.900, 2.271);
vec3 b = vec3(0.365, 0.126, 1.688);
vec3 c = vec3(0.460, 0.641, 0.100);
vec3 d = vec3(0.925, 0.539, 0.451);
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);
}
[
[0.650, 0.900, 2.271],
[0.365, 0.126, 1.688],
[0.460, 0.641, 0.100],
[0.925, 0.539, 0.451]
]