/* https://grabient.com/_gNggHhgCPgDPgDZgD4gSagSXgSkgJSgLYgL_?style=linearGradient&steps=9&angle=225 */
background: linear-gradient(225deg, #b0732b 0.000%, #d9a25b 12.500%, #ffb15f 25.000%, #ff9633 37.500%, #f26500 50.000%, #c34500 62.500%, #a85002 75.000%, #b77d3a 87.500%, #e4a861 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gNggHhgCPgDPgDZgD4gSagSXgSkgJSgLYgL_?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="#b0732b" /><stop offset="0.125" stop-color="#d9a25b" /><stop offset="0.250" stop-color="#ffb15f" /><stop offset="0.375" stop-color="#ff9633" /><stop offset="0.500" stop-color="#f26500" /><stop offset="0.625" stop-color="#c34500" /><stop offset="0.750" stop-color="#a85002" /><stop offset="0.875" stop-color="#b77d3a" /><stop offset="1.000" stop-color="#e4a861" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#b0732b", "#d9a25b", "#ffb15f", "#ff9633", "#f26500", "#c34500", "#a85002", "#b77d3a", "#e4a861"]
// https://grabient.com/_gNggHhgCPgDPgDZgD4gSagSXgSkgJSgLYgL_?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(0.864, 0.481, 0.143);
vec3 b = vec3(0.207, 0.217, 0.248);
vec3 c = vec3(1.178, 1.175, 1.188);
vec3 d = vec3(0.594, 0.728, 0.767);
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);
}
[
[0.864, 0.481, 0.143],
[0.207, 0.217, 0.248],
[1.178, 1.175, 1.188],
[0.594, 0.728, 0.767]
]