/* https://grabient.com/_gPogJegAAgAAgUvgAAgHVgBogBngAAgKZgAA?style=linearSwatches&steps=6&angle=90 */
background: linear-gradient(90deg, #ff0000 0.000%, #ff0000 16.667%, #ff1600 calc(16.667% + 1px), #ff1600 33.333%, #ff3f00 calc(33.333% + 1px), #ff3f00 50.000%, #ff6b00 calc(50.000% + 1px), #ff6b00 66.667%, #ff9700 calc(66.667% + 1px), #ff9700 83.333%, #ffc300 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/_gPogJegAAgAAgUvgAAgHVgBogBngAAgKZgAA?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="#ff0000" 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="#ff1600" 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="#ff3f00" 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="#ff6b00" 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="#ff9700" 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="#ffc300" fill-opacity="1.000" /></g>
</svg>
["#ff0000", "#ff1600", "#ff3f00", "#ff6b00", "#ff9700", "#ffc300"]
// https://grabient.com/_gPogJegAAgAAgUvgAAgHVgBogBngAAgKZgAA?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(1.000, 0.606, 0.000);
vec3 b = vec3(0.000, 1.327, 0.000);
vec3 c = vec3(0.469, 0.104, 0.103);
vec3 d = vec3(0.000, 0.665, 0.000);
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, 0.606, 0.000],
[0.000, 1.327, 0.000],
[0.469, 0.104, 0.103],
[0.000, 0.665, 0.000]
]