/* https://grabient.com/_gOBgNxgMcgA_gBigA_gahgPlgW6gBBgKkgOF?style=linearGradient&steps=9&angle=315 */
background: linear-gradient(315deg, #f3d5d8 0.000%, #e2e8d9 12.500%, #d5f7c9 25.000%, #e0f8bc 37.500%, #f2ecc0 50.000%, #f0d9d2 62.500%, #dccadb 75.000%, #d5c9d1 87.500%, #e6d5c0 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gOBgNxgMcgA_gBigA_gahgPlgW6gBBgKkgOF?style=linearGradient&steps=9&angle=315 -->
<defs>
<linearGradient id="gradient" x1="0.854" y1="0.854" x2="0.146" y2="0.146">
<stop offset="0.000" stop-color="#f3d5d8" /><stop offset="0.125" stop-color="#e2e8d9" /><stop offset="0.250" stop-color="#d5f7c9" /><stop offset="0.375" stop-color="#e0f8bc" /><stop offset="0.500" stop-color="#f2ecc0" /><stop offset="0.625" stop-color="#f0d9d2" /><stop offset="0.750" stop-color="#dccadb" /><stop offset="0.875" stop-color="#d5c9d1" /><stop offset="1.000" stop-color="#e6d5c0" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#f3d5d8", "#e2e8d9", "#d5f7c9", "#e0f8bc", "#f2ecc0", "#f0d9d2", "#dccadb", "#d5c9d1", "#e6d5c0"]
// https://grabient.com/_gOBgNxgMcgA_gBigA_gahgPlgW6gBBgKkgOF?style=linearGradient&steps=9&angle=315
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 9.0;
const float ANGLE = 315.0;
vec3 palette(float t) {
vec3 a = vec3(0.897, 0.881, 0.796);
vec3 b = vec3(0.063, 0.098, 0.063);
vec3 c = vec3(1.697, 0.997, 1.466);
vec3 d = vec3(0.065, 0.676, 0.901);
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);
}
[
[0.897, 0.881, 0.796],
[0.063, 0.098, 0.063],
[1.697, 0.997, 1.466],
[0.065, 0.676, 0.901]
]