/* https://grabient.com/_gPUgPUgFcgISgISgISgD6gD6gD6gAAgFKgKe?style=angularSwatches&steps=10&angle=75 */
background: conic-gradient(from 75deg, #ffb918 0.000deg, #ffb918 36.000deg, #ffa52d calc(36.000deg + 0.1deg), #ffa52d 72.000deg, #ff9444 calc(72.000deg + 0.1deg), #ff9444 108.000deg, #ff865c calc(108.000deg + 0.1deg), #ff865c 144.000deg, #ff7c73 calc(144.000deg + 0.1deg), #ff7c73 180.000deg, #ff758a calc(180.000deg + 0.1deg), #ff758a 216.000deg, #ff739f calc(216.000deg + 0.1deg), #ff739f 252.000deg, #ff74b2 calc(252.000deg + 0.1deg), #ff74b2 288.000deg, #ff7ac2 calc(288.000deg + 0.1deg), #ff7ac2 324.000deg, #fa83cf calc(324.000deg + 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/_gPUgPUgFcgISgISgISgD6gD6gD6gAAgFKgKe?style=angularSwatches&steps=10&angle=75 -->
<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">
<path d="
M 400.000,200.000
L 831.976,84.252
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" fill="#ffb918" fill-opacity="1.000" /><path d="
M 400.000,200.000
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</svg>
["#ffb918", "#ffa52d", "#ff9444", "#ff865c", "#ff7c73", "#ff758a", "#ff739f", "#ff74b2", "#ff7ac2", "#fa83cf"]
// https://grabient.com/_gPUgPUgFcgISgISgISgD6gD6gD6gAAgFKgKe?style=angularSwatches&steps=10&angle=75
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 10.0;
const float ANGLE = 75.0;
vec3 palette(float t) {
vec3 a = vec3(0.980, 0.980, 0.348);
vec3 b = vec3(0.530, 0.530, 0.530);
vec3 c = vec3(0.250, 0.250, 0.250);
vec3 d = vec3(0.000, 0.330, 0.670);
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);
}
[
[0.980, 0.980, 0.348],
[0.530, 0.530, 0.530],
[0.250, 0.250, 0.250],
[0.000, 0.330, 0.670]
]