/* https://grabient.com/_gNOgMrgMpgCegBTgBYgJIgVCge2gOHgOhgCB?style=linearGradient&steps=9&angle=225 */
background: linear-gradient(225deg, #f9e2de 0.000%, #ffe0be 12.500%, #fecdbe 25.000%, #f5bbde 37.500%, #e5bedf 50.000%, #d3d1c0 62.500%, #c2e2bd 75.000%, #b5dfdc 87.500%, #b0cbe0 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gNOgMrgMpgCegBTgBYgJIgVCge2gOHgOhgCB?style=linearGradient&steps=9&angle=225 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.146" x2="0.146" y2="0.854">
<stop offset="0.000" stop-color="#f9e2de" /><stop offset="0.125" stop-color="#ffe0be" /><stop offset="0.250" stop-color="#fecdbe" /><stop offset="0.375" stop-color="#f5bbde" /><stop offset="0.500" stop-color="#e5bedf" /><stop offset="0.625" stop-color="#d3d1c0" /><stop offset="0.750" stop-color="#c2e2bd" /><stop offset="0.875" stop-color="#b5dfdc" /><stop offset="1.000" stop-color="#b0cbe0" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#f9e2de", "#ffe0be", "#fecdbe", "#f5bbde", "#e5bedf", "#d3d1c0", "#c2e2bd", "#b5dfdc", "#b0cbe0"]
// https://grabient.com/_gNOgMrgMpgCegBTgBYgJIgVCge2gOHgOhgCB?style=linearGradient&steps=9&angle=225
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 225.0;
vec3 palette(float t) {
vec3 a = vec3(0.846, 0.811, 0.809);
vec3 b = vec3(0.158, 0.083, 0.088);
vec3 c = vec3(0.584, 1.346, 1.974);
vec3 d = vec3(0.903, 0.929, 0.129);
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);
}
[
[0.846, 0.811, 0.809],
[0.158, 0.083, 0.088],
[0.584, 1.346, 1.974],
[0.903, 0.929, 0.129]
]