/* https://grabient.com/_gGCgCwgL8gIjgDbgC2gHEgQhgVFgKDgJagAP?style=linearGradient&steps=8&angle=315 */
background: linear-gradient(315deg, #0c00f1 0.000%, #3e2ecf 14.286%, #765b9d 28.571%, #ab619c 42.857%, #d43ccd 57.143%, #eb0af1 71.429%, #eb00d9 85.714%, #d60fa4 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gGCgCwgL8gIjgDbgC2gHEgQhgVFgKDgJagAP?style=linearGradient&steps=8&angle=315 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.854" x2="0.146" y2="0.146">
<stop offset="0.000" stop-color="#0c00f1" /><stop offset="0.143" stop-color="#3e2ecf" /><stop offset="0.286" stop-color="#765b9d" /><stop offset="0.429" stop-color="#ab619c" /><stop offset="0.571" stop-color="#d43ccd" /><stop offset="0.714" stop-color="#eb0af1" /><stop offset="0.857" stop-color="#eb00d9" /><stop offset="1.000" stop-color="#d60fa4" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#0c00f1", "#3e2ecf", "#765b9d", "#ab619c", "#d43ccd", "#eb0af1", "#eb00d9", "#d60fa4"]
// https://grabient.com/_gGCgCwgL8gIjgDbgC2gHEgQhgVFgKDgJagAP?style=linearGradient&steps=8&angle=315
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 315.0;
vec3 palette(float t) {
vec3 a = vec3(0.386, 0.176, 0.764);
vec3 b = vec3(0.547, 0.219, 0.182);
vec3 c = vec3(0.452, 1.057, 1.349);
vec3 d = vec3(0.643, 0.602, 0.015);
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);
}
[
[0.386, 0.176, 0.764],
[0.547, 0.219, 0.182],
[0.452, 1.057, 1.349],
[0.643, 0.602, 0.015]
]