/* https://grabient.com/_gEngD6gERgA4gBTgAugU8gKEge5gJegJegGz?style=linearGradient&steps=9&angle=225 */
background: linear-gradient(225deg, #402f3b 0.000%, #4d3841 12.500%, #594250 25.000%, #564c4b 37.500%, #49533b 50.000%, #3e5540 62.500%, #405250 75.000%, #4e4a4c 87.500%, #59403c 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gEngD6gERgA4gBTgAugU8gKEge5gJegJegGz?style=linearGradient&steps=9&angle=225 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.146" x2="0.146" y2="0.854">
<stop offset="0.000" stop-color="#402f3b" /><stop offset="0.125" stop-color="#4d3841" /><stop offset="0.250" stop-color="#594250" /><stop offset="0.375" stop-color="#564c4b" /><stop offset="0.500" stop-color="#49533b" /><stop offset="0.625" stop-color="#3e5540" /><stop offset="0.750" stop-color="#405250" /><stop offset="0.875" stop-color="#4e4a4c" /><stop offset="1.000" stop-color="#59403c" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#402f3b", "#4d3841", "#594250", "#564c4b", "#49533b", "#3e5540", "#405250", "#4e4a4c", "#59403c"]
// https://grabient.com/_gEngD6gERgA4gBTgAugU8gKEge5gJegJegGz?style=linearGradient&steps=9&angle=225
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 225.0;
vec3 palette(float t) {
vec3 a = vec3(0.295, 0.250, 0.273);
vec3 b = vec3(0.056, 0.083, 0.046);
vec3 c = vec3(1.340, 0.644, 1.977);
vec3 d = vec3(0.606, 0.606, 0.435);
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);
}
[
[0.295, 0.250, 0.273],
[0.056, 0.083, 0.046],
[1.340, 0.644, 1.977],
[0.606, 0.606, 0.435]
]