/* https://grabient.com/_gLogNQgMNgEKgAzgCggJMgWXgNVgKygIigDY?style=linearGradient&steps=8&angle=315 */
background: linear-gradient(315deg, #a5ccd0 0.000%, #c8d8b2 14.286%, #e8e5a0 28.571%, #fddfa4 42.857%, #ffd0bb 57.143%, #f2ccda 71.429%, #d5daee 85.714%, #b2e5ec 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gLogNQgMNgEKgAzgCggJMgWXgNVgKygIigDY?style=linearGradient&steps=8&angle=315 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.854" x2="0.146" y2="0.146">
<stop offset="0.000" stop-color="#a5ccd0" /><stop offset="0.143" stop-color="#c8d8b2" /><stop offset="0.286" stop-color="#e8e5a0" /><stop offset="0.429" stop-color="#fddfa4" /><stop offset="0.571" stop-color="#ffd0bb" /><stop offset="0.714" stop-color="#f2ccda" /><stop offset="0.857" stop-color="#d5daee" /><stop offset="1.000" stop-color="#b2e5ec" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#a5ccd0", "#c8d8b2", "#e8e5a0", "#fddfa4", "#ffd0bb", "#f2ccda", "#d5daee", "#b2e5ec"]
// https://grabient.com/_gLogNQgMNgEKgAzgCggJMgWXgNVgKygIigDY?style=linearGradient&steps=8&angle=315
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 315.0;
vec3 palette(float t) {
vec3 a = vec3(0.744, 0.848, 0.781);
vec3 b = vec3(0.266, 0.051, 0.160);
vec3 c = vec3(0.588, 1.431, 0.853);
vec3 d = vec3(0.690, 0.546, 0.216);
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);
}
[
[0.744, 0.848, 0.781],
[0.266, 0.051, 0.160],
[0.588, 1.431, 0.853],
[0.690, 0.546, 0.216]
]