/* https://grabient.com/_gLhgKugMNgBdgA8gDHgOzgVzgIigHmgBVgBw?style=linearGradient&steps=8&angle=270 */
background: linear-gradient(270deg, #a4bcee 0.000%, #abacda 14.286%, #bda0c1 28.571%, #cea9aa 42.857%, #d3ba9a 57.143%, #c8bc94 71.429%, #b5ac9b 85.714%, #a6a0ab 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gLhgKugMNgBdgA8gDHgOzgVzgIigHmgBVgBw?style=linearGradient&steps=8&angle=270 -->
<defs>
<linearGradient id="gradient" x1="1.000" y1="0.500" x2="0.000" y2="0.500">
<stop offset="0.000" stop-color="#a4bcee" /><stop offset="0.143" stop-color="#abacda" /><stop offset="0.286" stop-color="#bda0c1" /><stop offset="0.429" stop-color="#cea9aa" /><stop offset="0.571" stop-color="#d3ba9a" /><stop offset="0.714" stop-color="#c8bc94" /><stop offset="0.857" stop-color="#b5ac9b" /><stop offset="1.000" stop-color="#a6a0ab" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#a4bcee", "#abacda", "#bda0c1", "#cea9aa", "#d3ba9a", "#c8bc94", "#b5ac9b", "#a6a0ab"]
// https://grabient.com/_gLhgKugMNgBdgA8gDHgOzgVzgIigHmgBVgBw?style=linearGradient&steps=8&angle=270
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 270.0;
vec3 palette(float t) {
vec3 a = vec3(0.737, 0.686, 0.781);
vec3 b = vec3(0.093, 0.060, 0.199);
vec3 c = vec3(0.947, 1.395, 0.546);
vec3 d = vec3(0.486, 0.085, 0.112);
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);
}
[
[0.737, 0.686, 0.781],
[0.093, 0.060, 0.199],
[0.947, 1.395, 0.546],
[0.486, 0.085, 0.112]
]