/* https://grabient.com/_gKXgIygFCgF2gEggE4gR1gSHgTugLQgG8gBF?style=linearGradient&steps=9&angle=225 */
background: linear-gradient(225deg, #974a9a 0.000%, #e7515e 12.500%, #ff8817 25.000%, #e2c405 37.500%, #91d83a 50.000%, #52b384 62.500%, #5473a1 75.000%, #964877 87.500%, #e6552b 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gKXgIygFCgF2gEggE4gR1gSHgTugLQgG8gBF?style=linearGradient&steps=9&angle=225 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.146" x2="0.146" y2="0.854">
<stop offset="0.000" stop-color="#974a9a" /><stop offset="0.125" stop-color="#e7515e" /><stop offset="0.250" stop-color="#ff8817" /><stop offset="0.375" stop-color="#e2c405" /><stop offset="0.500" stop-color="#91d83a" /><stop offset="0.625" stop-color="#52b384" /><stop offset="0.750" stop-color="#5473a1" /><stop offset="0.875" stop-color="#964877" /><stop offset="1.000" stop-color="#e6552b" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#974a9a", "#e7515e", "#ff8817", "#e2c405", "#91d83a", "#52b384", "#5473a1", "#964877", "#e6552b"]
// https://grabient.com/_gKXgIygFCgF2gEggE4gR1gSHgTugLQgG8gBF?style=linearGradient&steps=9&angle=225
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 225.0;
vec3 palette(float t) {
vec3 a = vec3(0.663, 0.562, 0.322);
vec3 b = vec3(0.374, 0.288, 0.312);
vec3 c = vec3(1.141, 1.159, 1.262);
vec3 d = vec3(0.720, 0.444, 0.069);
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);
}
[
[0.663, 0.562, 0.322],
[0.374, 0.288, 0.312],
[1.141, 1.159, 1.262],
[0.720, 0.444, 0.069]
]