/* https://grabient.com/_gNrgNZgMagCFgBCgBPgP7gORgVNgFPgGMgNW?style=linearGradient&steps=8&angle=180 */
background: linear-gradient(180deg, #cecdd7 0.000%, #bdcade 14.286%, #c7d1cc 28.571%, #e4deb8 42.857%, #fde9bd 57.143%, #feebd3 71.429%, #e8e2de 85.714%, #cbd4cf 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gNrgNZgMagCFgBCgBPgP7gORgVNgFPgGMgNW?style=linearGradient&steps=8&angle=180 -->
<defs>
<linearGradient id="gradient" x1="0.500" y1="0.000" x2="0.500" y2="1.000">
<stop offset="0.000" stop-color="#cecdd7" /><stop offset="0.143" stop-color="#bdcade" /><stop offset="0.286" stop-color="#c7d1cc" /><stop offset="0.429" stop-color="#e4deb8" /><stop offset="0.571" stop-color="#fde9bd" /><stop offset="0.714" stop-color="#feebd3" /><stop offset="0.857" stop-color="#e8e2de" /><stop offset="1.000" stop-color="#cbd4cf" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#cecdd7", "#bdcade", "#c7d1cc", "#e4deb8", "#fde9bd", "#feebd3", "#e8e2de", "#cbd4cf"]
// https://grabient.com/_gNrgNZgMagCFgBCgBPgP7gORgVNgFPgGMgNW?style=linearGradient&steps=8&angle=180
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 180.0;
vec3 palette(float t) {
vec3 a = vec3(0.875, 0.857, 0.794);
vec3 b = vec3(0.133, 0.066, 0.079);
vec3 c = vec3(1.019, 0.913, 1.357);
vec3 d = vec3(0.335, 0.396, 0.854);
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);
}
[
[0.875, 0.857, 0.794],
[0.133, 0.066, 0.079],
[1.019, 0.913, 1.357],
[0.335, 0.396, 0.854]
]