/* https://grabient.com/_gPofUOgGTgAAg0zgJ-gHWgBhgC6gAAgNwgBB?style=angularSwatches&steps=4&angle=0 */
background: conic-gradient(from 0deg, #ff00fc 0.000deg, #ff00fc 90.000deg, #ff14d8 calc(90.000deg + 0.1deg), #ff14d8 180.000deg, #ff60a4 calc(180.000deg + 0.1deg), #ff60a4 270.000deg, #ff8a66 calc(270.000deg + 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/_gPofUOgGTgAAg0zgJ-gHWgBhgC6gAAgNwgBB?style=angularSwatches&steps=4&angle=0 -->
<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 400.000,-247.214
A 447.214,447.214 0 0 1 847.214,200.000
Z
" fill="#ff00fc" fill-opacity="1.000" /><path d="
M 400.000,200.000
L 847.214,200.000
A 447.214,447.214 0 0 1 400.000,647.214
Z
" fill="#ff14d8" fill-opacity="1.000" /><path d="
M 400.000,200.000
L 400.000,647.214
A 447.214,447.214 0 0 1 -47.214,200.000
Z
" fill="#ff60a4" fill-opacity="1.000" /><path d="
M 400.000,200.000
L -47.214,200.000
A 447.214,447.214 0 0 1 400.000,-247.214
Z
" fill="#ff8a66" fill-opacity="1.000" /></g>
</svg>
["#ff00fc", "#ff14d8", "#ff60a4", "#ff8a66"]
// https://grabient.com/_gPofUOgGTgAAg0zgJ-gHWgBhgC6gAAgNwgBB?style=angularSwatches&steps=4&angle=0
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 4.0;
const float ANGLE = 0.0;
vec3 palette(float t) {
vec3 a = vec3(1.000, -2.802, 0.403);
vec3 b = vec3(0.000, 3.379, 0.638);
vec3 c = vec3(0.470, 0.097, 0.186);
vec3 d = vec3(0.000, 0.880, 0.065);
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);
}
[
[1.000, -2.802, 0.403],
[0.000, 3.379, 0.638],
[0.470, 0.097, 0.186],
[0.000, 0.880, 0.065]
]