/* https://grabient.com/_gJpgIwgGtgEEgEugFcgSAgOQgOJgFPgHCgHS?style=linearGradient&steps=8&angle=270 */
background: linear-gradient(270deg, #7c4617 0.000%, #5b4b24 14.286%, #7b7c5f 28.571%, #bdb8a3 42.857%, #e0dbc6 57.143%, #c2cdb1 71.429%, #809872 85.714%, #5b5d30 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gJpgIwgGtgEEgEugFcgSAgOQgOJgFPgHCgHS?style=linearGradient&steps=8&angle=270 -->
<defs>
<linearGradient id="gradient" x1="1.000" y1="0.500" x2="0.000" y2="0.500">
<stop offset="0.000" stop-color="#7c4617" /><stop offset="0.143" stop-color="#5b4b24" /><stop offset="0.286" stop-color="#7b7c5f" /><stop offset="0.429" stop-color="#bdb8a3" /><stop offset="0.571" stop-color="#e0dbc6" /><stop offset="0.714" stop-color="#c2cdb1" /><stop offset="0.857" stop-color="#809872" /><stop offset="1.000" stop-color="#5b5d30" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#7c4617", "#5b4b24", "#7b7c5f", "#bdb8a3", "#e0dbc6", "#c2cdb1", "#809872", "#5b5d30"]
// https://grabient.com/_gJpgIwgGtgEEgEugFcgSAgOQgOJgFPgHCgHS?style=linearGradient&steps=8&angle=270
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 270.0;
vec3 palette(float t) {
vec3 a = vec3(0.617, 0.560, 0.429);
vec3 b = vec3(0.260, 0.302, 0.348);
vec3 c = vec3(1.152, 0.912, 0.905);
vec3 d = vec3(0.335, 0.450, 0.466);
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);
}
[
[0.617, 0.560, 0.429],
[0.260, 0.302, 0.348],
[1.152, 0.912, 0.905],
[0.335, 0.450, 0.466]
]