/* https://grabient.com/_gKtgPogn4gFEgAAgh8gGugG3gBfgJEgAAgHA?style=linearSwatches&steps=6&angle=90 */
background: linear-gradient(90deg, #66ff7e 0.000%, #66ff7e 16.667%, #85ff6d calc(16.667% + 1px), #85ff6d 33.333%, #b0ff63 calc(33.333% + 1px), #b0ff63 50.000%, #daff61 calc(50.000% + 1px), #daff61 66.667%, #f8ff67 calc(66.667% + 1px), #f8ff67 83.333%, #ffff75 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/_gKtgPogn4gFEgAAgh8gGugG3gBfgJEgAAgHA?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="#66ff7e" 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="#85ff6d" 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="#b0ff63" 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="#daff61" 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="#f8ff67" 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="#ffff75" fill-opacity="1.000" /></g>
</svg>
["#66ff7e", "#85ff6d", "#b0ff63", "#daff61", "#f8ff67", "#ffff75"]
// https://grabient.com/_gKtgPogn4gFEgAAgh8gGugG3gBfgJEgAAgHA?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(0.685, 1.000, 2.552);
vec3 b = vec3(0.324, 0.000, 2.172);
vec3 c = vec3(0.430, 0.439, 0.095);
vec3 d = vec3(0.580, 0.000, 0.448);
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);
}
[
[0.685, 1.000, 2.552],
[0.324, 0.000, 2.172],
[0.430, 0.439, 0.095],
[0.580, 0.000, 0.448]
]