/* https://grabient.com/_gNWgMygLmgBigBggDRgaegOWgPmgMfgNqgMP?style=linearGradient&steps=9&angle=270 */
background: linear-gradient(270deg, #e1e2c8 0.000%, #f3e9ea 12.500%, #dee4f1 25.000%, #c3d5db 37.500%, #cbc4b3 50.000%, #e9b991 62.500%, #f0ba89 75.000%, #d5c6a0 87.500%, #c1d7c8 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gNWgMygLmgBigBggDRgaegOWgPmgMfgNqgMP?style=linearGradient&steps=9&angle=270 -->
<defs>
<linearGradient id="gradient" x1="1.000" y1="0.500" x2="0.000" y2="0.500">
<stop offset="0.000" stop-color="#e1e2c8" /><stop offset="0.125" stop-color="#f3e9ea" /><stop offset="0.250" stop-color="#dee4f1" /><stop offset="0.375" stop-color="#c3d5db" /><stop offset="0.500" stop-color="#cbc4b3" /><stop offset="0.625" stop-color="#e9b991" /><stop offset="0.750" stop-color="#f0ba89" /><stop offset="0.875" stop-color="#d5c6a0" /><stop offset="1.000" stop-color="#c1d7c8" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#e1e2c8", "#f3e9ea", "#dee4f1", "#c3d5db", "#cbc4b3", "#e9b991", "#f0ba89", "#d5c6a0", "#c1d7c8"]
// https://grabient.com/_gNWgMygLmgBigBggDRgaegOWgPmgMfgNqgMP?style=linearGradient&steps=9&angle=270
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 270.0;
vec3 palette(float t) {
vec3 a = vec3(0.854, 0.818, 0.742);
vec3 b = vec3(0.098, 0.096, 0.209);
vec3 c = vec3(1.694, 0.918, 0.998);
vec3 d = vec3(0.799, 0.874, 0.783);
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);
}
[
[0.854, 0.818, 0.742],
[0.098, 0.096, 0.209],
[1.694, 0.918, 0.998],
[0.799, 0.874, 0.783]
]