/* https://grabient.com/_gGygCygEmgHigDbgCdgIFgQTgYXgF-gJegJy?style=linearGradient&steps=8&angle=225 */
background: linear-gradient(225deg, #14012f 0.000%, #002f62 14.286%, #005b6f 28.571%, #0d6240 42.857%, #393e23 57.143%, #700c48 71.429%, #a70072 85.714%, #d20c5b 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gGygCygEmgHigDbgCdgIFgQTgYXgF-gJegJy?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="#14012f" /><stop offset="0.143" stop-color="#002f62" /><stop offset="0.286" stop-color="#005b6f" /><stop offset="0.429" stop-color="#0d6240" /><stop offset="0.571" stop-color="#393e23" /><stop offset="0.714" stop-color="#700c48" /><stop offset="0.857" stop-color="#a70072" /><stop offset="1.000" stop-color="#d20c5b" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#14012f", "#002f62", "#005b6f", "#0d6240", "#393e23", "#700c48", "#a70072", "#d20c5b"]
// https://grabient.com/_gGygCygEmgHigDbgCdgIFgQTgYXgF-gJegJy?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(0.434, 0.178, 0.294);
vec3 b = vec3(0.482, 0.219, 0.157);
vec3 c = vec3(0.517, 1.043, 1.559);
vec3 d = vec3(0.382, 0.606, 0.626);
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);
}
[
[0.434, 0.178, 0.294],
[0.482, 0.219, 0.157],
[0.517, 1.043, 1.559],
[0.382, 0.606, 0.626]
]