/* https://grabient.com/_gK5gHAgCtgE-gEVgC3gP3gWhgUHgHXgFWgHv?style=linearGradient&steps=9&angle=315 */
background: linear-gradient(315deg, #624c00 0.000%, #702c12 12.500%, #a55d3f 25.000%, #e2a65a 37.500%, #ffb34a 50.000%, #f2761e 62.500%, #bb3400 75.000%, #7e3a0a 87.500%, #618135 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gK5gHAgCtgE-gEVgC3gP3gWhgUHgHXgFWgHv?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="#624c00" /><stop offset="0.125" stop-color="#702c12" /><stop offset="0.250" stop-color="#a55d3f" /><stop offset="0.375" stop-color="#e2a65a" /><stop offset="0.500" stop-color="#ffb34a" /><stop offset="0.625" stop-color="#f2761e" /><stop offset="0.750" stop-color="#bb3400" /><stop offset="0.875" stop-color="#7e3a0a" /><stop offset="1.000" stop-color="#618135" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#624c00", "#702c12", "#a55d3f", "#e2a65a", "#ffb34a", "#f2761e", "#bb3400", "#7e3a0a", "#618135"]
// https://grabient.com/_gK5gHAgCtgE-gEVgC3gP3gWhgUHgHXgFWgHv?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(0.697, 0.448, 0.173);
vec3 b = vec3(0.318, 0.277, 0.183);
vec3 c = vec3(1.015, 1.441, 1.287);
vec3 d = vec3(0.471, 0.342, 0.495);
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);
}
[
[0.697, 0.448, 0.173],
[0.318, 0.277, 0.183],
[1.015, 1.441, 1.287],
[0.471, 0.342, 0.495]
]