/* https://grabient.com/_gKHfgegFvgF1gqxgGGgT3gBngQzgJ5gNqgBP?style=linearGradient&steps=8&angle=225 */
background: linear-gradient(225deg, #6500b5 0.000%, #cb1468 14.286%, #ff3b13 28.571%, #cf5d00 42.857%, #697a3b 57.143%, #499296 71.429%, #95a4c1 85.714%, #f3b096 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gKHfgegFvgF1gqxgGGgT3gBngQzgJ5gNqgBP?style=linearGradient&steps=8&angle=225 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.146" x2="0.146" y2="0.854">
<stop offset="0.000" stop-color="#6500b5" /><stop offset="0.143" stop-color="#cb1468" /><stop offset="0.286" stop-color="#ff3b13" /><stop offset="0.429" stop-color="#cf5d00" /><stop offset="0.571" stop-color="#697a3b" /><stop offset="0.714" stop-color="#499296" /><stop offset="0.857" stop-color="#95a4c1" /><stop offset="1.000" stop-color="#f3b096" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#6500b5", "#cb1468", "#ff3b13", "#cf5d00", "#697a3b", "#499296", "#95a4c1", "#f3b096"]
// https://grabient.com/_gKHfgegFvgF1gqxgGGgT3gBngQzgJ5gNqgBP?style=linearGradient&steps=8&angle=225
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 225.0;
vec3 palette(float t) {
vec3 a = vec3(0.647, -2.018, 0.367);
vec3 b = vec3(0.373, 2.737, 0.390);
vec3 c = vec3(1.271, 0.103, 1.075);
vec3 d = vec3(0.633, 0.874, 0.079);
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);
}
[
[0.647, -2.018, 0.367],
[0.373, 2.737, 0.390],
[1.271, 0.103, 1.075],
[0.633, 0.874, 0.079]
]