/* https://grabient.com/_gLrgKmgH0gGBgEHgHOgTAggMgWdgOtgFmgEq?style=angularSwatches&steps=12&angle=135 */
background: conic-gradient(from 135deg, #ff835d 0.000deg, #ff835d 30.000deg, #ff6d15 calc(30.000deg + 0.1deg), #ff6d15 60.000deg, #f2a612 calc(60.000deg + 0.1deg), #f2a612 90.000deg, #b1e854 calc(90.000deg + 0.1deg), #b1e854 120.000deg, #76e1b2 calc(120.000deg + 0.1deg), #76e1b2 150.000deg, #5c9af0 calc(150.000deg + 0.1deg), #5c9af0 180.000deg, #716ae6 calc(180.000deg + 0.1deg), #716ae6 210.000deg, #a98c9b calc(210.000deg + 0.1deg), #a98c9b 240.000deg, #ebd63e calc(240.000deg + 0.1deg), #ebd63e 270.000deg, #ffed0b calc(270.000deg + 0.1deg), #ffed0b 300.000deg, #ffb522 calc(300.000deg + 0.1deg), #ffb522 330.000deg, #f57374 calc(330.000deg + 0.1deg) 360.000deg);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gLrgKmgH0gGBgEHgHOgTAggMgWdgOtgFmgEq?style=angularSwatches&steps=12&angle=135 -->
<defs>
<clipPath id="squareClip">
<rect x="0" y="0" width="800" height="400" />
</clipPath>
<filter id="antiGap">
<feGaussianBlur in="SourceGraphic" stdDeviation="0.3" />
</filter>
</defs>
<g clip-path="url(#squareClip)" filter="url(#antiGap)" shape-rendering="crispEdges">
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</svg>
["#ff835d", "#ff6d15", "#f2a612", "#b1e854", "#76e1b2", "#5c9af0", "#716ae6", "#a98c9b", "#ebd63e", "#ffed0b", "#ffb522", "#f57374"]
// https://grabient.com/_gLrgKmgH0gGBgEHgHOgTAggMgWdgOtgFmgEq?style=angularSwatches&steps=12&angle=135
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 12.0;
const float ANGLE = 135.0;
vec3 palette(float t) {
vec3 a = vec3(0.747, 0.678, 0.500);
vec3 b = vec3(0.385, 0.263, 0.462);
vec3 c = vec3(1.216, 2.060, 1.437);
vec3 d = vec3(0.941, 0.358, 0.298);
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;
// conic from ANGLE, clockwise from top (CSS convention)
float t = fract((atan(p.x, p.y) - radians(ANGLE)) / 6.283185);
fragColor = vec4(stops(t), 1.0);
}
[
[0.747, 0.678, 0.500],
[0.385, 0.263, 0.462],
[1.216, 2.060, 1.437],
[0.941, 0.358, 0.298]
]