/* https://grabient.com/_gG_gHwgG1gDNgCsgBLgJtgRJgV2gIfgGvgDK?style=linearGradient&steps=8&angle=180 */
background: linear-gradient(180deg, #405775 0.000%, #4f5960 14.286%, #687d60 28.571%, #85a275 42.857%, #9ca783 57.143%, #a68875 71.429%, #a16060 85.714%, #8d5360 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gG_gHwgG1gDNgCsgBLgJtgRJgV2gIfgGvgDK?style=linearGradient&steps=8&angle=180 -->
<defs>
<linearGradient id="gradient" x1="0.500" y1="0.000" x2="0.500" y2="1.000">
<stop offset="0.000" stop-color="#405775" /><stop offset="0.143" stop-color="#4f5960" /><stop offset="0.286" stop-color="#687d60" /><stop offset="0.429" stop-color="#85a275" /><stop offset="0.571" stop-color="#9ca783" /><stop offset="0.714" stop-color="#a68875" /><stop offset="0.857" stop-color="#a16060" /><stop offset="1.000" stop-color="#8d5360" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#405775", "#4f5960", "#687d60", "#85a275", "#9ca783", "#a68875", "#a16060", "#8d5360"]
// https://grabient.com/_gG_gHwgG1gDNgCsgBLgJtgRJgV2gIfgGvgDK?style=linearGradient&steps=8&angle=180
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 180.0;
vec3 palette(float t) {
vec3 a = vec3(0.447, 0.496, 0.437);
vec3 b = vec3(0.205, 0.172, 0.075);
vec3 c = vec3(0.621, 1.097, 1.398);
vec3 d = vec3(0.543, 0.431, 0.202);
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);
}
[
[0.447, 0.496, 0.437],
[0.205, 0.172, 0.075],
[0.621, 1.097, 1.398],
[0.543, 0.431, 0.202]
]