/* https://grabient.com/_gMqgNzgMfgDxgBEgDQgQSgXygJ0gCtgBAgPw?style=linearGradient&steps=8&angle=225 */
background: linear-gradient(225deg, #ebf1ff 0.000%, #b4def7 14.286%, #92d0e0 28.571%, #a2dec3 42.857%, #d6f1a8 57.143%, #ffeb99 71.429%, #ffd599 85.714%, #dcd2a9 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gMqgNzgMfgDxgBEgDQgQSgXygJ0gCtgBAgPw?style=linearGradient&steps=8&angle=225 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.146" x2="0.146" y2="0.854">
<stop offset="0.000" stop-color="#ebf1ff" /><stop offset="0.143" stop-color="#b4def7" /><stop offset="0.286" stop-color="#92d0e0" /><stop offset="0.429" stop-color="#a2dec3" /><stop offset="0.571" stop-color="#d6f1a8" /><stop offset="0.714" stop-color="#ffeb99" /><stop offset="0.857" stop-color="#ffd599" /><stop offset="1.000" stop-color="#dcd2a9" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#ebf1ff", "#b4def7", "#92d0e0", "#a2dec3", "#d6f1a8", "#ffeb99", "#ffd599", "#dcd2a9"]
// https://grabient.com/_gMqgNzgMfgDxgBEgDQgQSgXygJ0gCtgBAgPw?style=linearGradient&steps=8&angle=225
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 225.0;
vec3 palette(float t) {
vec3 a = vec3(0.810, 0.883, 0.799);
vec3 b = vec3(0.241, 0.068, 0.208);
vec3 c = vec3(1.042, 1.522, 0.628);
vec3 d = vec3(0.173, 0.064, 1.008);
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);
}
[
[0.810, 0.883, 0.799],
[0.241, 0.068, 0.208],
[1.042, 1.522, 0.628],
[0.173, 0.064, 1.008]
]