/* https://grabient.com/_gL5gLLgK1gBWgApgA7gMEgdxgOfgDGgFLgHE?style=linearGradient&steps=9&angle=315 */
background: linear-gradient(315deg, #c9b1a2 0.000%, #bcada3 12.500%, #b1baab 25.000%, #acc0b5 37.500%, #afb4be 50.000%, #b9acbf 62.500%, #c6b7ba 75.000%, #d1c1af 87.500%, #d8b7a6 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gL5gLLgK1gBWgApgA7gMEgdxgOfgDGgFLgHE?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="#c9b1a2" /><stop offset="0.125" stop-color="#bcada3" /><stop offset="0.250" stop-color="#b1baab" /><stop offset="0.375" stop-color="#acc0b5" /><stop offset="0.500" stop-color="#afb4be" /><stop offset="0.625" stop-color="#b9acbf" /><stop offset="0.750" stop-color="#c6b7ba" /><stop offset="0.875" stop-color="#d1c1af" /><stop offset="1.000" stop-color="#d8b7a6" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#c9b1a2", "#bcada3", "#b1baab", "#acc0b5", "#afb4be", "#b9acbf", "#c6b7ba", "#d1c1af", "#d8b7a6"]
// https://grabient.com/_gL5gLLgK1gBWgApgA7gMEgdxgOfgDGgFLgHE?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(0.761, 0.715, 0.693);
vec3 b = vec3(0.086, 0.041, 0.059);
vec3 c = vec3(0.772, 1.905, 0.927);
vec3 d = vec3(0.198, 0.331, 0.452);
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);
}
[
[0.761, 0.715, 0.693],
[0.086, 0.041, 0.059],
[0.772, 1.905, 0.927],
[0.198, 0.331, 0.452]
]