/* https://grabient.com/_gGwgHCgEagHTgEZgFdgMqgP9gPGgGogJNgLS?style=linearGradient&steps=8&angle=225 */
background: linear-gradient(225deg, #043638 0.000%, #006c81 14.286%, #2ba7a1 28.571%, #7eb982 42.857%, #c8943b 57.143%, #e55500 71.429%, #c62d00 85.714%, #7a3c26 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gGwgHCgEagHTgEZgFdgMqgP9gPGgGogJNgLS?style=linearGradient&steps=8&angle=225 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.146" x2="0.146" y2="0.854">
<stop offset="0.000" stop-color="#043638" /><stop offset="0.143" stop-color="#006c81" /><stop offset="0.286" stop-color="#2ba7a1" /><stop offset="0.429" stop-color="#7eb982" /><stop offset="0.571" stop-color="#c8943b" /><stop offset="0.714" stop-color="#e55500" /><stop offset="0.857" stop-color="#c62d00" /><stop offset="1.000" stop-color="#7a3c26" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#043638", "#006c81", "#2ba7a1", "#7eb982", "#c8943b", "#e55500", "#c62d00", "#7a3c26"]
// https://grabient.com/_gGwgHCgEagHTgEZgFdgMqgP9gPGgGogJNgLS?style=linearGradient&steps=8&angle=225
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 225.0;
vec3 palette(float t) {
vec3 a = vec3(0.432, 0.450, 0.282);
vec3 b = vec3(0.467, 0.281, 0.349);
vec3 c = vec3(0.810, 1.021, 0.966);
vec3 d = vec3(0.424, 0.589, 0.722);
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);
}
[
[0.432, 0.450, 0.282],
[0.467, 0.281, 0.349],
[0.810, 1.021, 0.966],
[0.424, 0.589, 0.722]
]