/* https://grabient.com/_gWMgJHgM9gS2gCEgCFgBkgY2gafgGZgAIgPC?style=linearGradient&steps=8&angle=270 */
background: linear-gradient(270deg, #67b6f4 0.000%, #5a98dd 14.286%, #4e74b3 28.571%, #4588c7 42.857%, #3eb2f2 57.143%, #39aae3 71.429%, #377db6 85.714%, #3779c1 100.000%);
<svg xmlns="http://www.w3.org/2000/svg" width="800" height="400" viewBox="0 0 800 400" preserveAspectRatio="none">
<!-- https://grabient.com/_gWMgJHgM9gS2gCEgCFgBkgY2gafgGZgAIgPC?style=linearGradient&steps=8&angle=270 -->
<defs>
<linearGradient id="gradient" x1="1.000" y1="0.500" x2="0.000" y2="0.500">
<stop offset="0.000" stop-color="#67b6f4" /><stop offset="0.143" stop-color="#5a98dd" /><stop offset="0.286" stop-color="#4e74b3" /><stop offset="0.429" stop-color="#4588c7" /><stop offset="0.571" stop-color="#3eb2f2" /><stop offset="0.714" stop-color="#39aae3" /><stop offset="0.857" stop-color="#377db6" /><stop offset="1.000" stop-color="#3779c1" />
</linearGradient>
</defs>
<rect x="0" y="0" width="800" height="400" fill="url(#gradient)" />
</svg>
["#67b6f4", "#5a98dd", "#4e74b3", "#4588c7", "#3eb2f2", "#39aae3", "#377db6", "#3779c1"]
// https://grabient.com/_gWMgJHgM9gS2gCEgCFgBkgY2gafgGZgAIgPC?style=linearGradient&steps=8&angle=270
// cosine gradient palette — https://iquilezles.org/articles/palettes/
const float STEPS = 8.0;
const float ANGLE = 270.0;
vec3 palette(float t) {
vec3 a = vec3(1.420, 0.583, 0.829);
vec3 b = vec3(1.206, 0.132, 0.133);
vec3 c = vec3(0.100, 1.590, 1.695);
vec3 d = vec3(0.409, 0.008, 0.962);
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);
}
[
[1.420, 0.583, 0.829],
[1.206, 0.132, 0.133],
[0.100, 1.590, 1.695],
[0.409, 0.008, 0.962]
]