/* https://grabient.com/_gFUgG1gC6gD6gCrgCFgMdgQBgQLgM5gI5gJl?style=linearGradient&steps=8&angle=270 */
background: linear-gradient(270deg, #744816 0.000%, #926632 14.286%, #938c4c 28.571%, #779b4f 42.857%, #4b8839 57.143%, #25621b 71.429%, #17460e 85.714%, #294b1b 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gFUgG1gC6gD6gCrgCFgMdgQBgQLgM5gI5gJl?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="#744816" /><stop offset="0.143" stop-color="#926632" /><stop offset="0.286" stop-color="#938c4c" /><stop offset="0.429" stop-color="#779b4f" /><stop offset="0.571" stop-color="#4b8839" /><stop offset="0.714" stop-color="#25621b" /><stop offset="0.857" stop-color="#17460e" /><stop offset="1.000" stop-color="#294b1b" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#744816", "#926632", "#938c4c", "#779b4f", "#4b8839", "#25621b", "#17460e", "#294b1b"]
// https://grabient.com/_gFUgG1gC6gD6gCrgCFgMdgQBgQLgM5gI5gJl?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(0.340, 0.437, 0.186);
vec3 b = vec3(0.250, 0.171, 0.133);
vec3 c = vec3(0.797, 1.025, 1.035);
vec3 d = vec3(0.825, 0.569, 0.613);
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);
}
[
[0.340, 0.437, 0.186],
[0.250, 0.171, 0.133],
[0.797, 1.025, 1.035],
[0.825, 0.569, 0.613]
]