/* https://grabient.com/_gE5gIQgFPgGPgISgIUgRJgKygKxgNQgHDgLL?style=linearGradient&steps=8&angle=225 */
background: linear-gradient(225deg, #8b0638 0.000%, #b6068a 14.286%, #8636c9 28.571%, #2684dd 42.857%, #00d3bf 57.143%, #0bff7a 71.429%, #68ff27 85.714%, #b0dc00 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gE5gIQgFPgGPgISgIUgRJgKygKxgNQgHDgLL?style=linearGradient&steps=8&angle=225 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.146" x2="0.146" y2="0.854">
<stop offset="0.000" stop-color="#8b0638" /><stop offset="0.143" stop-color="#b6068a" /><stop offset="0.286" stop-color="#8636c9" /><stop offset="0.429" stop-color="#2684dd" /><stop offset="0.571" stop-color="#00d3bf" /><stop offset="0.714" stop-color="#0bff7a" /><stop offset="0.857" stop-color="#68ff27" /><stop offset="1.000" stop-color="#b0dc00" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#8b0638", "#b6068a", "#8636c9", "#2684dd", "#00d3bf", "#0bff7a", "#68ff27", "#b0dc00"]
// https://grabient.com/_gE5gIQgFPgGPgISgIUgRJgKygKxgNQgHDgLL?style=linearGradient&steps=8&angle=225
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 225.0;
vec3 palette(float t) {
vec3 a = vec3(0.313, 0.528, 0.335);
vec3 b = vec3(0.399, 0.530, 0.532);
vec3 c = vec3(1.097, 0.690, 0.689);
vec3 d = vec3(0.848, 0.451, 0.715);
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);
}
[
[0.313, 0.528, 0.335],
[0.399, 0.530, 0.532],
[1.097, 0.690, 0.689],
[0.848, 0.451, 0.715]
]