/* https://grabient.com/_gEogFXgGbgH1gDSgDxgGBgMfgNogOugK-gHl?style=linearGradient&steps=8&angle=135 */
background: linear-gradient(135deg, #c3482c 0.000%, #cb6d39 14.286%, #c48863 28.571%, #af8b90 42.857%, #8f75a6 57.143%, #665099 71.429%, #3a2f70 85.714%, #102243 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gEogFXgGbgH1gDSgDxgGBgMfgNogOugK-gHl?style=linearGradient&steps=8&angle=135 -->
<defs>
<linearGradient id="gradient" x1="0.146" y1="0.146" x2="0.854" y2="0.854">
<stop offset="0.000" stop-color="#c3482c" /><stop offset="0.143" stop-color="#cb6d39" /><stop offset="0.286" stop-color="#c48863" /><stop offset="0.429" stop-color="#af8b90" /><stop offset="0.571" stop-color="#8f75a6" /><stop offset="0.714" stop-color="#665099" /><stop offset="0.857" stop-color="#3a2f70" /><stop offset="1.000" stop-color="#102243" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#c3482c", "#cb6d39", "#c48863", "#af8b90", "#8f75a6", "#665099", "#3a2f70", "#102243"]
// https://grabient.com/_gEogFXgGbgH1gDSgDxgGBgMfgNogOugK-gHl?style=linearGradient&steps=8&angle=135
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 135.0;
vec3 palette(float t) {
vec3 a = vec3(0.296, 0.343, 0.411);
vec3 b = vec3(0.501, 0.210, 0.241);
vec3 c = vec3(0.385, 0.799, 0.872);
vec3 d = vec3(0.942, 0.702, 0.485);
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);
}
[
[0.296, 0.343, 0.411],
[0.501, 0.210, 0.241],
[0.385, 0.799, 0.872],
[0.942, 0.702, 0.485]
]