ShaderToy (GLSL) -, 147 bytes
void mainImage(out vec4 o,vec2 i){float x=i.x/iResolution.x*3.0;vec3 w=vec3(255,255,255);o=vec4((x<1.0?vec3(0,85,164):x<2.0?w:vec3(239,65,53))/w,1);}
Not particularly exciting. I'm sure there are ways to golf it more; I'll take a crack when I get home.