A gradient designer and exporter that uses polynomial interpolations of HSV colours. [Read on for instructions] Have you ever needed to colour terrains for height-based procedural terrain generators? Maybe you've been dreaming about a program that can help you design that perfect gradient that has you up at night? Have you found that perfect progran, here? Probably not! But here we are. You can edit three channels individually, each represented by a line on the graph. Toggle between colour, saturation and value (brightness) to change the respective components of the gradient. Drag the nodes on the line to edit how the colour/saturation/value changes, and click on [+ deg] or [- deg] to add or remove nodes, respectively. Click [↔] to flip the current line. Click on the [share] button to export the equations, but note that any lines with 4 nodes will not work properly (you'll receive a warning). The exported equations can be used to represent the gradient in terms of some variable [x] (eg. height of a pixel/region in a procedural terrain generator, to colour mountains, hills, shores and oceans accordingly). Just make sure to convert the variable's domain to fit within 0≤x≤1 (see here: https://stackoverflow.com/questions/929103/convert-a-number-range-to-another-range-maintaining-ratio). Also, I know RGB would have provided nicer colour interpolations, but I feel like it'd be more difficult to conceptualise the gradient as you edit one channel at a time (with HSV, its very intuitive; if you want warmer colours, change the hue; darker colours, change the value). Maybe that's just me? Lagrange formula: https://users.rowan.edu/~hassen/NumerAnalysis/Interpolation_and_Approximation.pdf https://www.rgpvonline.com/answer/mathematics-3/11.html Intuitive things that I'm not sure why I had to look up: https://stackoverflow.com/questions/929103/convert-a-number-range-to-another-range-maintaining-ratio