/* https://grabient.com/_gFdgOQgUEgI1gT6gVrgEjgBkgBigKXgJxgJa?style=linearSwatches&steps=4&angle=0 */
background: linear-gradient(0deg, #0e032c 0.000%, #0e032c 25.000%, #62385d calc(25.000% + 1px), #62385d 50.000%, #b37498 calc(50.000% + 1px), #b37498 75.000%, #e3b6da calc(75.000% + 1px) 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gFdgOQgUEgI1gT6gVrgEjgBkgBigKXgJxgJa?style=linearSwatches&steps=4&angle=0 -->
<defs>
<clipPath id="bounds">
<rect x="0" y="0" width="800" height="400" />
</clipPath>
</defs>
<g clip-path="url(#bounds)"><path d="M 847.214,400.000 L -47.214,400.000 L -47.214,300.000 L 847.214,300.000 Z" fill="#0e032c" fill-opacity="1.000" /><path d="M 847.214,300.000 L -47.214,300.000 L -47.214,200.000 L 847.214,200.000 Z" fill="#62385d" fill-opacity="1.000" /><path d="M 847.214,200.000 L -47.214,200.000 L -47.214,100.000 L 847.214,100.000 Z" fill="#b37498" fill-opacity="1.000" /><path d="M 847.214,100.000 L -47.214,100.000 L -47.214,-0.000 L 847.214,0.000 Z" fill="#e3b6da" fill-opacity="1.000" /></g>
</svg>
["#0e032c", "#62385d", "#b37498", "#e3b6da"]
// https://grabient.com/_gFdgOQgUEgI1gT6gVrgEjgBkgBigKXgJxgJa?style=linearSwatches&steps=4&angle=0
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 4.0;
const float ANGLE = 0.0;
vec3 palette(float t) {
vec3 a = vec3(0.349, 0.912, 1.284);
vec3 b = vec3(0.565, 1.274, 1.387);
vec3 c = vec3(0.291, 0.100, 0.098);
vec3 d = vec3(0.663, 0.625, 0.602);
return a + b * cos(6.283185 * (c * t + d));
}
// N hard swatches sampled from the palette
vec3 stops(float t) {
float i = min(floor(clamp(t, 0.0, 1.0) * STEPS), STEPS - 1.0);
return palette(i / (STEPS - 1.0));
}
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);
}
[
[0.349, 0.912, 1.284],
[0.565, 1.274, 1.387],
[0.291, 0.100, 0.098],
[0.663, 0.625, 0.602]
]