David, thanks for your advice. I did exactly that, and ended up having to override a large number of functions but finally was able to accomplish this on both canvas and WebGL. With canvas it was easy just adding additional color stops, with WebGL it was a whole other ball game.
For WebGL I had to create an additional array of bot vertices and colors and make the original arrays (from cc.LayerColor) stretch only half of the screen then draw the second arrays on the second half of the screen. I had to override most every function in both cc.LayerGradient and in cc.LayerColor, but I finally got it to work.
If anyone is interested in seeing the code I did for this let me know, but for now I won’t post it as it’s quite long and I’m not sure if it’s applicability to others at this point.