/* https://grabient.com/_gJ5gKHgJ_gCFgCPgCHgXNgQJgTHgAGgFbgFP?style=radialSwatches&steps=4&angle=0 */
background: radial-gradient(circle, #c39091 0.000%, #c39091 25.000%, #8098a1 calc(25.000% + 1px), #8098a1 50.000%, #c3c9b7 calc(50.000% + 1px), #c3c9b7 75.000%, #808a83 calc(75.000% + 1px) 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gJ5gKHgJ_gCFgCPgCHgXNgQJgTHgAGgFbgFP?style=radialSwatches&steps=4&angle=0 -->
<defs>
<clipPath id="ringBounds">
<rect x="0" y="0" width="800" height="400" />
</clipPath>
</defs>
<g clip-path="url(#ringBounds)"><path d="M 288.197,200.000 A 111.803,111.803 0 1 1 511.803,200.000 A 111.803,111.803 0 1 1 288.197,200.000 Z" fill="#c39091" fill-opacity="1.000" /><path d="M 176.393,200.000 A 223.607,223.607 0 1 1 623.607,200.000 A 223.607,223.607 0 1 1 176.393,200.000 Z M 288.197,200.000 A 111.803,111.803 0 1 0 511.803,200.000 A 111.803,111.803 0 1 0 288.197,200.000 Z" fill="#8098a1" fill-opacity="1.000" /><path d="M 64.590,200.000 A 335.410,335.410 0 1 1 735.410,200.000 A 335.410,335.410 0 1 1 64.590,200.000 Z M 176.393,200.000 A 223.607,223.607 0 1 0 623.607,200.000 A 223.607,223.607 0 1 0 176.393,200.000 Z" fill="#c3c9b7" fill-opacity="1.000" /><path d="M -47.214,200.000 A 447.214,447.214 0 1 1 847.214,200.000 A 447.214,447.214 0 1 1 -47.214,200.000 Z M 64.590,200.000 A 335.410,335.410 0 1 0 735.410,200.000 A 335.410,335.410 0 1 0 64.590,200.000 Z" fill="#808a83" fill-opacity="1.000" /></g>
</svg>
["#c39091", "#8098a1", "#c3c9b7", "#808a83"]
// https://grabient.com/_gJ5gKHgJ_gCFgCPgCHgXNgQJgTHgAGgFbgFP?style=radialSwatches&steps=4&angle=0
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 4.0;
vec3 palette(float t) {
vec3 a = vec3(0.633, 0.647, 0.639);
vec3 b = vec3(0.133, 0.143, 0.135);
vec3 c = vec3(1.485, 1.033, 1.223);
vec3 d = vec3(0.006, 0.347, 0.335);
return a + b * cos(6.283185 * (c * t + d));
}
// N hard swatches sampled from the palette
vec3 stops(float t) {
float i = min(floor(clamp(t, 0.0, 1.0) * STEPS), STEPS - 1.0);
return palette(i / (STEPS - 1.0));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 p = fragCoord - 0.5 * iResolution.xy;
// circle to the farthest corner (CSS default)
float t = length(p) / length(0.5 * iResolution.xy);
fragColor = vec4(stops(t), 1.0);
}
[
[0.633, 0.647, 0.639],
[0.133, 0.143, 0.135],
[1.485, 1.033, 1.223],
[0.006, 0.347, 0.335]
]