/* https://grabient.com/_gF6gIEgGTgEkgIGgIPgXrgK9gGQgHDgFZgKA?style=linearGradient&steps=8&angle=270 */
background: linear-gradient(270deg, #193911 0.000%, #3b073b 14.286%, #98056a 28.571%, #9d3399 42.857%, #4280c2 57.143%, #18cedf 71.429%, #60ffec 85.714%, #a9ffe9 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gF6gIEgGTgEkgIGgIPgXrgK9gGQgHDgFZgKA?style=linearGradient&steps=8&angle=270 -->
<defs>
<linearGradient id="gradient" x1="1.000" y1="0.500" x2="0.000" y2="0.500">
<stop offset="0.000" stop-color="#193911" /><stop offset="0.143" stop-color="#3b073b" /><stop offset="0.286" stop-color="#98056a" /><stop offset="0.429" stop-color="#9d3399" /><stop offset="0.571" stop-color="#4280c2" /><stop offset="0.714" stop-color="#18cedf" /><stop offset="0.857" stop-color="#60ffec" /><stop offset="1.000" stop-color="#a9ffe9" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#193911", "#3b073b", "#98056a", "#9d3399", "#4280c2", "#18cedf", "#60ffec", "#a9ffe9"]
// https://grabient.com/_gF6gIEgGTgEkgIGgIPgXrgK9gGQgHDgFZgKA?style=linearGradient&steps=8&angle=270
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 270.0;
vec3 palette(float t) {
vec3 a = vec3(0.378, 0.516, 0.403);
vec3 b = vec3(0.292, 0.518, 0.527);
vec3 c = vec3(1.515, 0.701, 0.400);
vec3 d = vec3(0.451, 0.345, 0.640);
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);
}
[
[0.378, 0.516, 0.403],
[0.292, 0.518, 0.527],
[1.515, 0.701, 0.400],
[0.451, 0.345, 0.640]
]