/* https://grabient.com/_gK1gNCgHKgE7gB8gDWgLxgMVggigD8gDMgNZ?style=linearGradient&steps=9&angle=315 */
background: linear-gradient(315deg, #b0de97 0.000%, #83ca9d 12.500%, #66bb4e 25.000%, #62b551 37.500%, #79bba1 50.000%, #a3ca93 62.500%, #d1de45 75.000%, #f5ee5d 87.500%, #fff4a7 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gK1gNCgHKgE7gB8gDWgLxgMVggigD8gDMgNZ?style=linearGradient&steps=9&angle=315 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.854" x2="0.146" y2="0.146">
<stop offset="0.000" stop-color="#b0de97" /><stop offset="0.125" stop-color="#83ca9d" /><stop offset="0.250" stop-color="#66bb4e" /><stop offset="0.375" stop-color="#62b551" /><stop offset="0.500" stop-color="#79bba1" /><stop offset="0.625" stop-color="#a3ca93" /><stop offset="0.750" stop-color="#d1de45" /><stop offset="0.875" stop-color="#f5ee5d" /><stop offset="1.000" stop-color="#fff4a7" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#b0de97", "#83ca9d", "#66bb4e", "#62b551", "#79bba1", "#a3ca93", "#d1de45", "#f5ee5d", "#fff4a7"]
// https://grabient.com/_gK1gNCgHKgE7gB8gDWgLxgMVggigD8gDMgNZ?style=linearGradient&steps=9&angle=315
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 315.0;
vec3 palette(float t) {
vec3 a = vec3(0.693, 0.834, 0.458);
vec3 b = vec3(0.315, 0.124, 0.214);
vec3 c = vec3(0.753, 0.789, 2.082);
vec3 d = vec3(0.252, 0.204, 0.857);
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);
}
[
[0.693, 0.834, 0.458],
[0.315, 0.124, 0.214],
[0.753, 0.789, 2.082],
[0.252, 0.204, 0.857]
]