/* https://grabient.com/_gFKgLigE6gBygBigBQggEgQKgOjgD6gEXgCN?style=linearGradient&steps=9&angle=225 */
background: linear-gradient(225deg, #54b85d 0.000%, #37a74f 12.500%, #57a442 25.000%, #71b03c 37.500%, #4fc340 50.000%, #38d24d 62.500%, #5bd45b 75.000%, #70c664 87.500%, #4bb362 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gFKgLigE6gBygBigBQggEgQKgOjgD6gEXgCN?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="#54b85d" /><stop offset="0.125" stop-color="#37a74f" /><stop offset="0.250" stop-color="#57a442" /><stop offset="0.375" stop-color="#71b03c" /><stop offset="0.500" stop-color="#4fc340" /><stop offset="0.625" stop-color="#38d24d" /><stop offset="0.750" stop-color="#5bd45b" /><stop offset="0.875" stop-color="#70c664" /><stop offset="1.000" stop-color="#4bb362" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#54b85d", "#37a74f", "#57a442", "#71b03c", "#4fc340", "#38d24d", "#5bd45b", "#70c664", "#4bb362"]
// https://grabient.com/_gFKgLigE6gBygBigBQggEgQKgOjgD6gEXgCN?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(0.330, 0.738, 0.314);
vec3 b = vec3(0.114, 0.098, 0.080);
vec3 c = vec3(2.052, 1.034, 0.931);
vec3 d = vec3(0.250, 0.279, 0.141);
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);
}
[
[0.330, 0.738, 0.314],
[0.114, 0.098, 0.080],
[2.052, 1.034, 0.931],
[0.250, 0.279, 0.141]
]