/* https://grabient.com/_gMfgNKgLAgCIgA1gBTgNDgTWgSUgC4gCQgPu?style=linearGradient&steps=8&angle=270 */
background: linear-gradient(270deg, #dadfc9 0.000%, #c0d1bd 14.286%, #adc9a8 28.571%, #aad19e 42.857%, #b9dfaa 57.143%, #d2e4bf 71.429%, #e8dac9 85.714%, #eecdbd 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gMfgNKgLAgCIgA1gBTgNDgTWgSUgC4gCQgPu?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="#dadfc9" /><stop offset="0.143" stop-color="#c0d1bd" /><stop offset="0.286" stop-color="#adc9a8" /><stop offset="0.429" stop-color="#aad19e" /><stop offset="0.571" stop-color="#b9dfaa" /><stop offset="0.714" stop-color="#d2e4bf" /><stop offset="0.857" stop-color="#e8dac9" /><stop offset="1.000" stop-color="#eecdbd" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#dadfc9", "#c0d1bd", "#adc9a8", "#aad19e", "#b9dfaa", "#d2e4bf", "#e8dac9", "#eecdbd"]
// https://grabient.com/_gMfgNKgLAgCIgA1gBTgNDgTWgSUgC4gCQgPu?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(0.799, 0.842, 0.704);
vec3 b = vec3(0.136, 0.053, 0.083);
vec3 c = vec3(0.835, 1.238, 1.172);
vec3 d = vec3(0.184, 0.144, 1.006);
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);
}
[
[0.799, 0.842, 0.704],
[0.136, 0.053, 0.083],
[0.835, 1.238, 1.172],
[0.184, 0.144, 1.006]
]