/* https://grabient.com/_gE_gDsgFggCPgCsgDNgVFgR5gTLgBagLCgI8?style=linearGradient&steps=9&angle=270 */
background: linear-gradient(270deg, #70302b 0.000%, #4f5652 12.500%, #316880 25.000%, #33598d 37.500%, #55346e 50.000%, #73163e 62.500%, #6f1426 75.000%, #4d313a 87.500%, #30566a 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gE_gDsgFggCPgCsgDNgVFgR5gTLgBagLCgI8?style=linearGradient&steps=9&angle=270 -->
<defs>
<linearGradient id="gradient" x1="1.000" y1="0.500" x2="0.000" y2="0.500">
<stop offset="0.000" stop-color="#70302b" /><stop offset="0.125" stop-color="#4f5652" /><stop offset="0.250" stop-color="#316880" /><stop offset="0.375" stop-color="#33598d" /><stop offset="0.500" stop-color="#55346e" /><stop offset="0.625" stop-color="#73163e" /><stop offset="0.750" stop-color="#6f1426" /><stop offset="0.875" stop-color="#4d313a" /><stop offset="1.000" stop-color="#30566a" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#70302b", "#4f5652", "#316880", "#33598d", "#55346e", "#73163e", "#6f1426", "#4d313a", "#30566a"]
// https://grabient.com/_gE_gDsgFggCPgCsgDNgVFgR5gTLgBagLCgI8?style=linearGradient&steps=9&angle=270
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 270.0;
vec3 palette(float t) {
vec3 a = vec3(0.319, 0.236, 0.352);
vec3 b = vec3(0.143, 0.172, 0.205);
vec3 c = vec3(1.349, 1.145, 1.227);
vec3 d = vec3(0.090, 0.706, 0.572);
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);
}
[
[0.319, 0.236, 0.352],
[0.143, 0.172, 0.205],
[1.349, 1.145, 1.227],
[0.090, 0.706, 0.572]
]