/* https://grabient.com/_gAGgGYgIlgAFgDagEDgZSgPlgP-gA3gGdgF0?style=linearGradient&steps=9&angle=315 */
background: linear-gradient(315deg, #03395e 0.000%, #01324a 12.500%, #004b5e 25.000%, #01758e 37.500%, #0297bd 50.000%, #039ece 62.500%, #0186b7 75.000%, #005c85 87.500%, #013958 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gAGgGYgIlgAFgDagEDgZSgPlgP-gA3gGdgF0?style=linearGradient&steps=9&angle=315 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.854" x2="0.146" y2="0.146">
<stop offset="0.000" stop-color="#03395e" /><stop offset="0.125" stop-color="#01324a" /><stop offset="0.250" stop-color="#004b5e" /><stop offset="0.375" stop-color="#01758e" /><stop offset="0.500" stop-color="#0297bd" /><stop offset="0.625" stop-color="#039ece" /><stop offset="0.750" stop-color="#0186b7" /><stop offset="0.875" stop-color="#005c85" /><stop offset="1.000" stop-color="#013958" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#03395e", "#01324a", "#004b5e", "#01758e", "#0297bd", "#039ece", "#0186b7", "#005c85", "#013958"]
// https://grabient.com/_gAGgGYgIlgAFgDagEDgZSgPlgP-gA3gGdgF0?style=linearGradient&steps=9&angle=315
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 315.0;
vec3 palette(float t) {
vec3 a = vec3(0.006, 0.408, 0.549);
vec3 b = vec3(0.005, 0.218, 0.259);
vec3 c = vec3(1.618, 0.997, 1.022);
vec3 d = vec3(0.055, 0.413, 0.372);
return a + b * cos(6.283185 * (c * t + d));
}
// N stops sampled from the palette, blended like the CSS gradient
vec3 stops(float t) {
float n = STEPS - 1.0;
float x = clamp(t, 0.0, 1.0) * n;
return mix(palette(floor(x) / n), palette(min(floor(x) + 1.0, n) / n), fract(x));
}
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);
}
[
[0.006, 0.408, 0.549],
[0.005, 0.218, 0.259],
[1.618, 0.997, 1.022],
[0.055, 0.413, 0.372]
]