/* https://grabient.com/_gIngI4gCDgEugD0gB_gKhgKygV6gIwgLTgMB?style=linearGradient&steps=8&angle=225 */
background: linear-gradient(225deg, #458625 0.000%, #62ac41 14.286%, #8ec731 28.571%, #b9cf0b 42.857%, #d5bf04 57.143%, #d79e26 71.429%, #bf7841 85.714%, #955c31 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gIngI4gCDgEugD0gB_gKhgKygV6gIwgLTgMB?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="#458625" /><stop offset="0.143" stop-color="#62ac41" /><stop offset="0.286" stop-color="#8ec731" /><stop offset="0.429" stop-color="#b9cf0b" /><stop offset="0.571" stop-color="#d5bf04" /><stop offset="0.714" stop-color="#d79e26" /><stop offset="0.857" stop-color="#bf7841" /><stop offset="1.000" stop-color="#955c31" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#458625", "#62ac41", "#8ec731", "#b9cf0b", "#d5bf04", "#d79e26", "#bf7841", "#955c31"]
// https://grabient.com/_gIngI4gCDgEugD0gB_gKhgKygV6gIwgLTgMB?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(0.551, 0.568, 0.131);
vec3 b = vec3(0.302, 0.244, 0.127);
vec3 c = vec3(0.673, 0.690, 1.402);
vec3 d = vec3(0.560, 0.723, 0.769);
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);
}
[
[0.551, 0.568, 0.131],
[0.302, 0.244, 0.127],
[0.673, 0.690, 1.402],
[0.560, 0.723, 0.769]
]