Ocean monochrome midnight blue to cool blue gradient palette. linear gradient, 5 steps, 180 degrees. Hex codes: #0b1969, #102b7d, #1a4792, #2a69a7, #4089bd. Tagged navy, teal, slate, bold, cool, stable, dramatic, monochrome, ocean, ramp. Available as CSS, SVG and PNG.
/* https://grabient.com/_gRRgGCgKEgQlgErgI0gBfgEggBfgH6gIjgKq?style=linearGradient&steps=5&angle=180 */
background: linear-gradient(180deg, #0b1969 0.000%, #102b7d 25.000%, #1a4792 50.000%, #2a69a7 75.000%, #4089bd 100.000%);<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gRRgGCgKEgQlgErgI0gBfgEggBfgH6gIjgKq?style=linearGradient&steps=5&angle=180 -->
<defs>
<linearGradient id="gradient" x1="0.500" y1="0.000" x2="0.500" y2="1.000">
<stop offset="0.000" stop-color="#0b1969" /><stop offset="0.250" stop-color="#102b7d" /><stop offset="0.500" stop-color="#1a4792" /><stop offset="0.750" stop-color="#2a69a7" /><stop offset="1.000" stop-color="#4089bd" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>["#0b1969", "#102b7d", "#1a4792", "#2a69a7", "#4089bd"]// https://grabient.com/_gRRgGCgKEgQlgErgI0gBfgEggBfgH6gIjgKq?style=linearGradient&steps=5&angle=180
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 5.0;
const float ANGLE = 180.0;
vec3 palette(float t) {
vec3 a = vec3(1.105, 0.386, 0.644);
vec3 b = vec3(1.061, 0.299, 0.564);
vec3 c = vec3(0.095, 0.288, 0.095);
vec3 d = vec3(0.506, 0.547, 0.682);
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);
}[
[1.105, 0.386, 0.644],
[1.061, 0.299, 0.564],
[0.095, 0.288, 0.095],
[0.506, 0.547, 0.682]
]