/* https://grabient.com/_gJBgGjhhVgFagD4heFgKigbJgBogGGgEzgHl?style=linearGradient&steps=8&angle=180 */
background: linear-gradient(180deg, #4f553c 0.000%, #3b2f35 14.286%, #47803c 28.571%, #6da74f 42.857%, #a15770 57.143%, #d02e9e 71.429%, #ea7dd9 85.714%, #e4a8ff 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gJBgGjhhVgFagD4heFgKigbJgBogGGgEzgHl?style=linearGradient&steps=8&angle=180 -->
<defs>
<linearGradient id="gradient" x1="0.500" y1="0.000" x2="0.500" y2="1.000">
<stop offset="0.000" stop-color="#4f553c" /><stop offset="0.143" stop-color="#3b2f35" /><stop offset="0.286" stop-color="#47803c" /><stop offset="0.429" stop-color="#6da74f" /><stop offset="0.571" stop-color="#a15770" /><stop offset="0.714" stop-color="#d02e9e" /><stop offset="0.857" stop-color="#ea7dd9" /><stop offset="1.000" stop-color="#e4a8ff" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#4f553c", "#3b2f35", "#47803c", "#6da74f", "#a15770", "#d02e9e", "#ea7dd9", "#e4a8ff"]
// https://grabient.com/_gJBgGjhhVgFagD4heFgKigbJgBogGGgEzgHl?style=linearGradient&steps=8&angle=180
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 180.0;
vec3 palette(float t) {
vec3 a = vec3(0.577, 0.419, 6.229);
vec3 b = vec3(0.346, 0.248, 6.021);
vec3 c = vec3(0.674, 1.737, 0.104);
vec3 d = vec3(0.390, 0.307, 0.485);
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);
}
[
[0.577, 0.419, 6.229],
[0.346, 0.248, 6.021],
[0.674, 1.737, 0.104],
[0.390, 0.307, 0.485]
]