/* https://grabient.com/_gKJgI8gMDgGFgE_gDWgPagLVgQogKjgGcgEk?style=linearGradient&steps=8&angle=225 */
background: linear-gradient(225deg, #784db6 0.000%, #cd4191 14.286%, #ff5698 28.571%, #f784c4 42.857%, #adb7f1 57.143%, #5ddbf8 71.429%, #43e1d4 85.714%, #71c7a3 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gKJgI8gMDgGFgE_gDWgPagLVgQogKjgGcgEk?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="#784db6" /><stop offset="0.143" stop-color="#cd4191" /><stop offset="0.286" stop-color="#ff5698" /><stop offset="0.429" stop-color="#f784c4" /><stop offset="0.571" stop-color="#adb7f1" /><stop offset="0.714" stop-color="#5ddbf8" /><stop offset="0.857" stop-color="#43e1d4" /><stop offset="1.000" stop-color="#71c7a3" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#784db6", "#cd4191", "#ff5698", "#f784c4", "#adb7f1", "#5ddbf8", "#43e1d4", "#71c7a3"]
// https://grabient.com/_gKJgI8gMDgGFgE_gDWgPagLVgQogKjgGcgEk?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(0.649, 0.572, 0.771);
vec3 b = vec3(0.389, 0.319, 0.214);
vec3 c = vec3(0.986, 0.725, 1.064);
vec3 d = vec3(0.675, 0.412, 0.292);
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);
}
[
[0.649, 0.572, 0.771],
[0.389, 0.319, 0.214],
[0.986, 0.725, 1.064],
[0.675, 0.412, 0.292]
]