/* https://grabient.com/_gXOfxhgIsgW_gdjgESgBggBhgF7gFOgAUgAM?style=linearSwatches&steps=6&angle=45 */
background: linear-gradient(45deg, #bef2d3 0.000%, #bef2d3 16.667%, #98e7c9 calc(16.667% + 1px), #98e7c9 33.333%, #76d5b2 calc(33.333% + 1px), #76d5b2 50.000%, #58bd92 calc(50.000% + 1px), #58bd92 66.667%, #3d9e72 calc(66.667% + 1px), #3d9e72 83.333%, #287958 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/_gXOfxhgIsgW_gdjgESgBggBhgF7gFOgAUgAM?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="#bef2d3" 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="#98e7c9" 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="#76d5b2" 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="#58bd92" 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="#3d9e72" 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="#287958" fill-opacity="1.000" /></g>
</svg>
["#bef2d3", "#98e7c9", "#76d5b2", "#58bd92", "#3d9e72", "#287958"]
// https://grabient.com/_gXOfxhgIsgW_gdjgESgBggBhgF7gFOgAUgAM?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(1.486, -0.927, 0.556);
vec3 b = vec3(1.471, 1.891, 0.274);
vec3 c = vec3(0.096, 0.097, 0.379);
vec3 d = vec3(0.334, 0.020, 0.012);
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);
}
[
[1.486, -0.927, 0.556],
[1.471, 1.891, 0.274],
[0.096, 0.097, 0.379],
[0.334, 0.020, 0.012]
]