/* https://grabient.com/_gPogIigx1gAAgIGgtJgG3gDxgBogAAgBxgGl?style=linearSwatches&steps=6&angle=45 */
background: linear-gradient(45deg, #ffefa5 0.000%, #ffefa5 16.667%, #ffd17d calc(16.667% + 1px), #ffd17d 33.333%, #ffad61 calc(33.333% + 1px), #ffad61 50.000%, #ff8551 calc(50.000% + 1px), #ff8551 66.667%, #ff5e4d calc(66.667% + 1px), #ff5e4d 83.333%, #ff3b56 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/_gPogIigx1gAAgIGgtJgG3gDxgBogAAgBxgGl?style=linearSwatches&steps=6&angle=45 -->
<defs>
<clipPath id="bounds">
<rect x="0" y="0" width="800" height="400" />
</clipPath>
</defs>
<g clip-path="url(#bounds)"><path d="M 416.228,816.228 L -216.228,183.772 L -116.228,83.772 L 516.228,716.228 Z" fill="#ffefa5" fill-opacity="1.000" /><path d="M 516.228,716.228 L -116.228,83.772 L -16.228,-16.228 L 616.228,616.228 Z" fill="#ffd17d" fill-opacity="1.000" /><path d="M 616.228,616.228 L -16.228,-16.228 L 83.772,-116.228 L 716.228,516.228 Z" fill="#ffad61" fill-opacity="1.000" /><path d="M 716.228,516.228 L 83.772,-116.228 L 183.772,-216.228 L 816.228,416.228 Z" fill="#ff8551" fill-opacity="1.000" /><path d="M 816.228,416.228 L 183.772,-216.228 L 283.772,-316.228 L 916.228,316.228 Z" fill="#ff5e4d" fill-opacity="1.000" /><path d="M 916.228,316.228 L 283.772,-316.228 L 383.772,-416.228 L 1016.228,216.228 Z" fill="#ff3b56" fill-opacity="1.000" /></g>
</svg>
["#ffefa5", "#ffd17d", "#ffad61", "#ff8551", "#ff5e4d", "#ff3b56"]
// https://grabient.com/_gPogIigx1gAAgIGgtJgG3gDxgBogAAgBxgGl?style=linearSwatches&steps=6&angle=45
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 6.0;
const float ANGLE = 45.0;
vec3 palette(float t) {
vec3 a = vec3(1.000, 0.546, 3.189);
vec3 b = vec3(0.000, 0.518, 2.889);
vec3 c = vec3(0.439, 0.241, 0.104);
vec3 d = vec3(0.000, 0.113, 0.421);
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);
}
[
[1.000, 0.546, 3.189],
[0.000, 0.518, 2.889],
[0.439, 0.241, 0.104],
[0.000, 0.113, 0.421]
]