/* https://grabient.com/_gHvgIvgJpgIkgHegHxgM_gOfgPogCxgH8gL5?style=linearGradient&steps=8&angle=315 */
background: linear-gradient(315deg, #bc15a6 0.000%, #5741ff 14.286%, #06a0ff 28.571%, #00f3cc 42.857%, #2dff5f 57.143%, #90c920 71.429%, #e96740 85.714%, #ff1fa6 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gHvgIvgJpgIkgHegHxgM_gOfgPogCxgH8gL5?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="#bc15a6" /><stop offset="0.143" stop-color="#5741ff" /><stop offset="0.286" stop-color="#06a0ff" /><stop offset="0.429" stop-color="#00f3cc" /><stop offset="0.571" stop-color="#2dff5f" /><stop offset="0.714" stop-color="#90c920" /><stop offset="0.857" stop-color="#e96740" /><stop offset="1.000" stop-color="#ff1fa6" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#bc15a6", "#5741ff", "#06a0ff", "#00f3cc", "#2dff5f", "#90c920", "#e96740", "#ff1fa6"]
// https://grabient.com/_gHvgIvgJpgIkgHegHxgM_gOfgPogCxgH8gL5?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(0.495, 0.559, 0.617);
vec3 b = vec3(0.548, 0.478, 0.497);
vec3 c = vec3(0.831, 0.927, 1.000);
vec3 d = vec3(0.177, 0.508, 0.761);
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);
}
[
[0.495, 0.559, 0.617],
[0.548, 0.478, 0.497],
[0.831, 0.927, 1.000],
[0.177, 0.508, 0.761]
]