/* https://grabient.com/_gNLgN2gAKgDtgCVgMngPlgZJgBjgLlgDzgOY?style=linearGradient&steps=8&angle=225 */
background: linear-gradient(225deg, #d4e4b7 0.000%, #ffbcbf 14.286%, #ffd7c6 28.571%, #f5ffcb 42.857%, #c0f6ce 57.143%, #9dc4d0 71.429%, #a5c7d0 85.714%, #d2f9cf 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gNLgN2gAKgDtgCVgMngPlgZJgBjgLlgDzgOY?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="#d4e4b7" /><stop offset="0.143" stop-color="#ffbcbf" /><stop offset="0.286" stop-color="#ffd7c6" /><stop offset="0.429" stop-color="#f5ffcb" /><stop offset="0.571" stop-color="#c0f6ce" /><stop offset="0.714" stop-color="#9dc4d0" /><stop offset="0.857" stop-color="#a5c7d0" /><stop offset="1.000" stop-color="#d2f9cf" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#d4e4b7", "#ffbcbf", "#ffd7c6", "#f5ffcb", "#c0f6ce", "#9dc4d0", "#a5c7d0", "#d2f9cf"]
// https://grabient.com/_gNLgN2gAKgDtgCVgMngPlgZJgBjgLlgDzgOY?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(0.843, 0.886, 0.010);
vec3 b = vec3(0.237, 0.149, 0.807);
vec3 c = vec3(0.997, 1.609, 0.099);
vec3 d = vec3(0.741, 0.243, 0.920);
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);
}
[
[0.843, 0.886, 0.010],
[0.237, 0.149, 0.807],
[0.997, 1.609, 0.099],
[0.741, 0.243, 0.920]
]