/* https://grabient.com/_gKWgIygFDgFPgDygFsgNmgRygSLgJMgFqgD2?style=linearGradient&steps=9&angle=270 */
background: linear-gradient(270deg, #606755 0.000%, #8d520a 12.500%, #c66a00 25.000%, #f29e2c 37.500%, #fdc77e 50.000%, #e3c7ae 62.500%, #ae9d97 75.000%, #77694a 87.500%, #565204 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gKWgIygFDgFPgDygFsgNmgRygSLgJMgFqgD2?style=linearGradient&steps=9&angle=270 -->
<defs>
<linearGradient id="gradient" x1="1.000" y1="0.500" x2="0.000" y2="0.500">
<stop offset="0.000" stop-color="#606755" /><stop offset="0.125" stop-color="#8d520a" /><stop offset="0.250" stop-color="#c66a00" /><stop offset="0.375" stop-color="#f29e2c" /><stop offset="0.500" stop-color="#fdc77e" /><stop offset="0.625" stop-color="#e3c7ae" /><stop offset="0.750" stop-color="#ae9d97" /><stop offset="0.875" stop-color="#77694a" /><stop offset="1.000" stop-color="#565204" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#606755", "#8d520a", "#c66a00", "#f29e2c", "#fdc77e", "#e3c7ae", "#ae9d97", "#77694a", "#565204"]
// https://grabient.com/_gKWgIygFDgFPgDygFsgNmgRygSLgJMgFqgD2?style=linearGradient&steps=9&angle=270
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 270.0;
vec3 palette(float t) {
vec3 a = vec3(0.662, 0.562, 0.323);
vec3 b = vec3(0.335, 0.242, 0.364);
vec3 c = vec3(0.870, 1.138, 1.163);
vec3 d = vec3(0.588, 0.362, 0.246);
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);
}
[
[0.662, 0.562, 0.323],
[0.335, 0.242, 0.364],
[0.870, 1.138, 1.163],
[0.588, 0.362, 0.246]
]