local MER, F, E, I, V, P, G, L = unpack(ElvUI_MerathilisUI)
F.Color = {}

local _G = _G
local pairs, select = pairs, select
local abs = abs
local min = min

local CreateColor = CreateColor
local UnitClass = UnitClass
local UnitIsPlayer = UnitIsPlayer
local UnitIsTapDenied = UnitIsTapDenied
local UnitReaction = UnitReaction

--[[----------------------------------
--	Color Functions
--]]
----------------------------------
F.ClassGradient = {
	["WARRIOR"] = { r1 = 0.60, g1 = 0.40, b1 = 0.20, r2 = 0.66, g2 = 0.53, b2 = 0.34 },
	["PALADIN"] = { r1 = 0.9, g1 = 0.47, b1 = 0.64, r2 = 0.96, g2 = 0.65, b2 = 0.83 },
	["HUNTER"] = { r1 = 0.58, g1 = 0.69, b1 = 0.29, r2 = 0.78, g2 = 1, b2 = 0.38 },
	["ROGUE"] = { r1 = 1, g1 = 0.68, b1 = 0, r2 = 1, g2 = 0.83, b2 = 0.25 },
	["PRIEST"] = { r1 = 0.65, g1 = 0.65, b1 = 0.65, r2 = 0.98, g2 = 0.98, b2 = 0.98 },
	["DEATHKNIGHT"] = { r1 = 0.79, g1 = 0.07, b1 = 0.14, r2 = 1, g2 = 0.18, b2 = 0.23 },
	["SHAMAN"] = { r1 = 0, g1 = 0.25, b1 = 0.50, r2 = 0, g2 = 0.43, b2 = 0.87 },
	["MAGE"] = { r1 = 0, g1 = 0.73, b1 = 0.83, r2 = 0.49, g2 = 0.87, b2 = 1 },
	["WARLOCK"] = { r1 = 0.50, g1 = 0.30, b1 = 0.70, r2 = 0.7, g2 = 0.53, b2 = 0.83 },
	["MONK"] = { r1 = 0, g1 = 0.77, b1 = 0.45, r2 = 0.22, g2 = 0.90, b2 = 1 },
	["DRUID"] = { r1 = 1, g1 = 0.23, b1 = 0.0, r2 = 1, g2 = 0.48, b2 = 0.03 },
	["DEMONHUNTER"] = { r1 = 0.36, g1 = 0.13, b1 = 0.57, r2 = 0.74, g2 = 0.19, b2 = 1 },
	["EVOKER"] = { r1 = 0.20, g1 = 0.58, b1 = 0.50, r2 = 0, g2 = 1, b2 = 0.60 },

	["NPCFRIENDLY"] = { r1 = 0.30, g1 = 0.85, b1 = 0.2, r2 = 0.34, g2 = 0.62, b2 = 0.40 },
	["NPCNEUTRAL"] = { r1 = 0.71, g1 = 0.63, b1 = 0.15, r2 = 1, g2 = 0.85, b2 = 0.20 },
	["NPCUNFRIENDLY"] = { r1 = 0.84, g1 = 0.30, b1 = 0, r2 = 0.83, g2 = 0.45, b2 = 0 },
	["NPCHOSTILE"] = { r1 = 1, g1 = 1, b1 = 1, r2 = 1, g2 = 0.090196078431373, b2 = 0 },

	["TAPPED"] = { r1 = 0.6, g1 = 0.6, b1 = 0.60, r2 = 0, g2 = 0, b2 = 0 },

	["GOODTHREAT"] = { r1 = 0.1999995559454, g1 = 0.7098023891449, b1 = 0, r2 = 1, g2 = 0, b2 = 0 },
	["BADTHREAT"] = { r1 = 0.99999779462814, g1 = 0.1764702051878, b1 = 0.1764702051878, r2 = 1, g2 = 0, b2 = 0 },
	["GOODTHREATTRANSITION"] = {
		r1 = 0.99999779462814,
		g1 = 0.85097849369049,
		b1 = 0.1999995559454,
		r2 = 1,
		g2 = 0,
		b2 = 0,
	},
	["BADTHREATTRANSITION"] = {
		r1 = 0.99999779462814,
		g1 = 0.50980281829834,
		b1 = 0.1999995559454,
		r2 = 1,
		g2 = 0,
		b2 = 0,
	},
	["OFFTANK"] = { r1 = 0.95686066150665, g1 = 0.54901838302612, b1 = 0.72941017150879, r2 = 1, g2 = 0, b2 = 0 },
	["OFFTANKBADTHREATTRANSITION"] = {
		r1 = 0.77646887302399,
		g1 = 0.60784178972244,
		b1 = 0.4274500310421,
		r2 = 1,
		g2 = 0,
		b2 = 0,
	},
	["OFFTANKGOODTHREATTRANSITION"] = {
		r1 = 0.37646887302399,
		g1 = 0.90784178972244,
		b1 = 0.9274500310421,
		r2 = 1,
		g2 = 0,
		b2 = 0,
	},

	["MANA"] = { r1 = 0.49, g1 = 0.71, b1 = 1, r2 = 0.29, g2 = 0.26, b2 = 1 },
	["RAGE"] = { r1 = 1, g1 = 0.32, b1 = 0.32, r2 = 1, g2 = 0, b2 = 0.13 },
	["FOCUS"] = { r1 = 1, g1 = 0.50, b1 = 0.25, r2 = 0.71, g2 = 0.22, b2 = 0.07 },
	["ENERGY"] = { r1 = 1, g1 = 0.97, b1 = 0.54, r2 = 1, g2 = 0.70, b2 = 0.07 },
	["RUNIC_POWER"] = { r1 = 0, g1 = 0.82, b1 = 1, r2 = 0, g2 = 0.40, b2 = 1 },
	["LUNAR_POWER"] = { r1 = 0.30, g1 = 0.52, b1 = 0.90, r2 = 0.12, g2 = 0.36, b2 = 0.90 },
	["ALT_POWER"] = { r1 = 0.2, g1 = 0.4, b1 = 0.8, r2 = 0.25, g2 = 0.51, b2 = 1 },
	["MAELSTROM"] = { r1 = 0, g1 = 0.50, b1 = 1, r2 = 0, g2 = 0.11, b2 = 1 },
	["INSANITY"] = { r1 = 0.50, g1 = 0.25, b1 = 1, r2 = 0.70, g2 = 0, b2 = 1 },
	["FURY"] = { r1 = 0.79, g1 = 0.26, b1 = 1, r2 = 1, g2 = 0, b2 = 0.95 },
	["PAIN"] = { r1 = 1, g1 = 0.61, b1 = 0, r2 = 1, g2 = 0.30, b2 = 0 },

	["MERATHILIS"] = { r1 = 0.50, g1 = 0.70, b1 = 1, r2 = 0.67, g2 = 0.95, b2 = 1 },
}

local customgradientsColor = F.ClassGradient
function F:GradientColorUpdate()
	local db = E.db.mui.gradient and E.db.mui.gradient.customColor

	customgradientsColor = {
		["WARRIOR"] = {
			r1 = db.warriorcolorR1,
			g1 = db.warriorcolorG1,
			b1 = db.warriorcolorB1,
			r2 = db.warriorcolorR2,
			g2 = db.warriorcolorG2,
			b2 = db.warriorcolorB2,
		},
		["PALADIN"] = {
			r1 = db.paladincolorR1,
			g1 = db.paladincolorG1,
			b1 = db.paladincolorB1,
			r2 = db.paladincolorR2,
			g2 = db.paladincolorG2,
			b2 = db.paladincolorB2,
		},
		["HUNTER"] = {
			r1 = db.huntercolorR1,
			g1 = db.huntercolorG1,
			b1 = db.huntercolorB1,
			r2 = db.huntercolorR2,
			g2 = db.huntercolorG2,
			b2 = db.huntercolorB2,
		},
		["ROGUE"] = {
			r1 = db.roguecolorR1,
			g1 = db.roguecolorG1,
			b1 = db.roguecolorB1,
			r2 = db.roguecolorR2,
			g2 = db.roguecolorG2,
			b2 = db.roguecolorB2,
		},
		["PRIEST"] = {
			r1 = db.priestcolorR1,
			g1 = db.priestcolorG1,
			b1 = db.priestcolorB1,
			r2 = db.priestcolorR2,
			g2 = db.priestcolorG2,
			b2 = db.priestcolorB2,
		},
		["DEATHKNIGHT"] = {
			r1 = db.deathknightcolorR1,
			g1 = db.deathknightcolorG1,
			b1 = db.deathknightcolorB1,
			r2 = db.deathknightcolorR2,
			g2 = db.deathknightcolorG2,
			b2 = db.deathknightcolorB2,
		},
		["SHAMAN"] = {
			r1 = db.shamancolorR1,
			g1 = db.shamancolorG1,
			b1 = db.shamancolorB1,
			r2 = db.shamancolorR2,
			g2 = db.shamancolorG2,
			b2 = db.shamancolorB2,
		},
		["MAGE"] = {
			r1 = db.magecolorR1,
			g1 = db.magecolorG1,
			b1 = db.magecolorB1,
			r2 = db.magecolorR2,
			g2 = db.magecolorG2,
			b2 = db.magecolorB2,
		},
		["WARLOCK"] = {
			r1 = db.warlockcolorR1,
			g1 = db.warlockcolorG1,
			b1 = db.warlockcolorB1,
			r2 = db.warlockcolorR2,
			g2 = db.warlockcolorG2,
			b2 = db.warlockcolorB2,
		},
		["MONK"] = {
			r1 = db.monkcolorR1,
			g1 = db.monkcolorG1,
			b1 = db.monkcolorB1,
			r2 = db.monkcolorR2,
			g2 = db.monkcolorG2,
			b2 = db.monkcolorB2,
		},
		["DRUID"] = {
			r1 = db.druidcolorR1,
			g1 = db.druidcolorG1,
			b1 = db.druidcolorB1,
			r2 = db.druidcolorR2,
			g2 = db.druidcolorG2,
			b2 = db.druidcolorB2,
		},
		["DEMONHUNTER"] = {
			r1 = db.demonhuntercolorR1,
			g1 = db.demonhuntercolorG1,
			b1 = db.demonhuntercolorB1,
			r2 = db.demonhuntercolorR2,
			g2 = db.demonhuntercolorG2,
			b2 = db.demonhuntercolorB2,
		},
		["EVOKER"] = {
			r1 = db.evokercolorR1,
			g1 = db.evokercolorG1,
			b1 = db.evokercolorB1,
			r2 = db.evokercolorR2,
			g2 = db.evokercolorG2,
			b2 = db.evokercolorB2,
		},

		["NPCFRIENDLY"] = {
			r1 = db.npcfriendlyR1,
			g1 = db.npcfriendlyG1,
			b1 = db.npcfriendlyB1,
			r2 = db.npcfriendlyR2,
			g2 = db.npcfriendlyG2,
			b2 = db.npcfriendlyB2,
		},
		["NPCNEUTRAL"] = {
			r1 = db.npcneutralR1,
			g1 = db.npcneutralG1,
			b1 = db.npcneutralB1,
			r2 = db.npcneutralR2,
			g2 = db.npcneutralG2,
			b2 = db.npcneutralB2,
		},
		["NPCUNFRIENDLY"] = {
			r1 = db.npcunfriendlyR1,
			g1 = db.npcunfriendlyG1,
			b1 = db.npcunfriendlyB1,
			r2 = db.npcunfriendlyR2,
			g2 = db.npcunfriendlyG2,
			b2 = db.npcunfriendlyB2,
		},
		["NPCHOSTILE"] = {
			r1 = db.npchostileR1,
			g1 = db.npchostileG1,
			b1 = db.npchostileB1,
			r2 = db.npchostileR2,
			g2 = db.npchostileG2,
			b2 = db.npchostileB2,
		},

		["TAPPED"] = {
			r1 = db.tappedR1,
			g1 = db.tappedG1,
			b1 = db.tappedB1,
			r2 = db.tappedR2,
			g2 = db.tappedG2,
			b2 = db.tappedB2,
		},

		["GOODTHREAT"] = {
			r1 = db.goodthreatR1,
			g1 = db.goodthreatG1,
			b1 = db.goodthreatB1,
			r2 = db.goodthreatR2,
			g2 = db.goodthreatG2,
			b2 = db.goodthreatB2,
		},
		["BADTHREAT"] = {
			r1 = db.badthreatR1,
			g1 = db.badthreatG1,
			b1 = db.badthreatB1,
			r2 = db.badthreatR2,
			g2 = db.badthreatG2,
			b2 = db.badthreatB2,
		},
		["GOODTHREATTRANSITION"] = {
			r1 = db.goodthreattransitionR1,
			g1 = db.goodthreattransitionG1,
			b1 = db.goodthreattransitionB1,
			r2 = db.goodthreattransitionR2,
			g2 = db.goodthreattransitionG2,
			b2 = db.goodthreattransitionB2,
		},
		["BADTHREATTRANSITION"] = {
			r1 = db.badthreattransitionR1,
			g1 = db.badthreattransitionG1,
			b1 = db.badthreattransitionB1,
			r2 = db.badthreattransitionR2,
			g2 = db.badthreattransitionG2,
			b2 = db.badthreattransitionB2,
		},
		["OFFTANK"] = {
			r1 = db.offtankR1,
			g1 = db.offtankG1,
			b1 = db.offtankB1,
			r2 = db.offtankR2,
			g2 = db.offtankG2,
			b2 = db.offtankB2,
		},
		["OFFTANKBADTHREATTRANSITION"] = {
			r1 = db.badthreattransitionofftankR1,
			g1 = db.badthreattransitionofftankG1,
			b1 = db.badthreattransitionofftankB1,
			r2 = db.badthreattransitionofftankR2,
			g2 = db.badthreattransitionofftankG2,
			b2 = db.badthreattransitionofftankB2,
		},
		["OFFTANKGOODTHREATTRANSITION"] = {
			r1 = db.goodthreattransitionofftankR1,
			g1 = db.goodthreattransitionofftankG1,
			b1 = db.goodthreattransitionofftankB1,
			r2 = db.goodthreattransitionofftankR2,
			g2 = db.goodthreattransitionofftankG2,
			b2 = db.goodthreattransitionofftankB2,
		},

		["MANA"] = { r1 = db.manaR1, g1 = db.manaG1, b1 = db.manaB1, r2 = db.manaR2, g2 = db.manaG2, b2 = db.manaB2 },
		["RAGE"] = { r1 = db.rageR1, g1 = db.rageG1, b1 = db.rageB1, r2 = db.rageR2, g2 = db.rageG2, b2 = db.rageB2 },
		["FOCUS"] = {
			r1 = db.focusR1,
			g1 = db.focusG1,
			b1 = db.focusB1,
			r2 = db.focusR2,
			g2 = db.focusG2,
			b2 = db.focusB2,
		},
		["ENERGY"] = {
			r1 = db.energyR1,
			g1 = db.energyG1,
			b1 = db.energyB1,
			r2 = db.energyR2,
			g2 = db.energyG2,
			b2 = db.energyB2,
		},
		["RUNIC_POWER"] = {
			r1 = db.runicpowerR1,
			g1 = db.runicpowerG1,
			b1 = db.runicpowerB1,
			r2 = db.runicpowerR2,
			g2 = db.runicpowerG2,
			b2 = db.runicpowerB2,
		},
		["LUNAR_POWER"] = {
			r1 = db.lunarpowerR1,
			g1 = db.lunarpowerG1,
			b1 = db.lunarpowerB1,
			r2 = db.lunarpowerR2,
			g2 = db.lunarpowerG2,
			b2 = db.lunarpowerB2,
		},
		["ALT_POWER"] = {
			r1 = db.altpowerR1,
			g1 = db.altpowerG1,
			b1 = db.altpowerB1,
			r2 = db.altpowerR2,
			g2 = db.altpowerG2,
			b2 = db.altpowerB2,
		},
		["MAELSTROM"] = {
			r1 = db.maelstromR1,
			g1 = db.maelstromG1,
			b1 = db.maelstromB1,
			r2 = db.maelstromR2,
			g2 = db.maelstromG2,
			b2 = db.maelstromB2,
		},
		["INSANITY"] = {
			r1 = db.insanityR1,
			g1 = db.insanityG1,
			b1 = db.insanityB1,
			r2 = db.insanityR2,
			g2 = db.insanityG2,
			b2 = db.insanityB2,
		},
		["FURY"] = { r1 = db.furyR1, g1 = db.furyG1, b1 = db.furyB1, r2 = db.furyR2, g2 = db.furyG2, b2 = db.furyB2 },
		["PAIN"] = { r1 = db.painR1, g1 = db.painG1, b1 = db.painB1, r2 = db.painR2, g2 = db.painG2, b2 = db.painB2 },
	}
end

local colorUpdate = CreateFrame("FRAME")
colorUpdate:RegisterEvent("PLAYER_ENTERING_WORLD")
colorUpdate:RegisterEvent("PLAYER_STARTED_MOVING")
colorUpdate:SetScript("OnEvent", function()
	colorUpdate:UnregisterAllEvents()
	F:GradientColorUpdate()
end)

do
	F.ClassList = {}
	for k, v in pairs(_G.LOCALIZED_CLASS_NAMES_MALE) do
		F.ClassList[v] = k
	end
	for k, v in pairs(_G.LOCALIZED_CLASS_NAMES_FEMALE) do
		F.ClassList[v] = k
	end
end

F.ClassColors = {}
local colors = _G.CUSTOM_CLASS_COLORS or _G.RAID_CLASS_COLORS
for class, value in pairs(colors) do
	F.ClassColors[class] = {}
	F.ClassColors[class].r = value.r
	F.ClassColors[class].g = value.g
	F.ClassColors[class].b = value.b
	F.ClassColors[class].colorStr = value.colorStr
end
F.r, F.g, F.b = F.ClassColors[E.myclass].r, F.ClassColors[E.myclass].g, F.ClassColors[E.myclass].b

function F.ClassColor(class)
	local color = F.ClassColors[class]
	if not color then
		return 1, 1, 1
	end

	return color.r, color.g, color.b
end

function F.UnitColor(unit)
	local r, g, b = 1, 1, 1

	if UnitIsPlayer(unit) then
		local class = select(2, UnitClass(unit))
		if class then
			r, g, b = F.ClassColor(class)
		end
	elseif UnitIsTapDenied(unit) then
		r, g, b = 0.6, 0.6, 0.6
	else
		local reaction = UnitReaction(unit, "player")
		if reaction then
			local color = _G.FACTION_BAR_COLORS[reaction]
			r, g, b = color.r, color.g, color.b
		end
	end

	return r, g, b
end

local defaultColor = { r = 1, g = 1, b = 1, a = 1 }
function F.unpackColor(color)
	if not color then
		color = defaultColor
	end

	return color.r, color.g, color.b, color.a
end

--return the background offset
local function bgfade(isBG)
	if isBG then
		return E.db.mui.gradient.bgfade or 0.6
	else
		return 0
	end
end

--return the backdrop alpha
local function bgalpha(alpha)
	if alpha then
		return E.db.mui.gradient.backdropalpha or 1
	else
		return 1
	end
end

function F.GradientColors(unitclass, invert, alpha, isBG, customalpha)
	local color = F.ClassGradient[unitclass] or F.ClassGradient.MERATHILIS

	if customalpha then
		if invert then
			return {
				r = color.r2 - bgfade(isBG),
				g = color.g2 - bgfade(isBG),
				b = color.b2 - bgfade(isBG),
				a = customalpha,
			}, {
				r = color.r1 - bgfade(isBG),
				g = color.g1 - bgfade(isBG),
				b = color.b1 - bgfade(isBG),
				a = customalpha,
			}
		else
			return {
				r = color.r1 - bgfade(isBG),
				g = color.g1 - bgfade(isBG),
				b = color.b1 - bgfade(isBG),
				a = customalpha,
			}, {
				r = color.r2 - bgfade(isBG),
				g = color.g2 - bgfade(isBG),
				b = color.b2 - bgfade(isBG),
				a = customalpha,
			}
		end
	else
		if invert then
			return {
				r = color.r2 - bgfade(isBG),
				g = color.g2 - bgfade(isBG),
				b = color.b2 - bgfade(isBG),
				a = bgalpha(alpha),
			}, {
				r = color.r1 - bgfade(isBG),
				g = color.g1 - bgfade(isBG),
				b = color.b1 - bgfade(isBG),
				a = bgalpha(alpha),
			}
		else
			return {
				r = color.r1 - bgfade(isBG),
				g = color.g1 - bgfade(isBG),
				b = color.b1 - bgfade(isBG),
				a = bgalpha(alpha),
			}, {
				r = color.r2 - bgfade(isBG),
				g = color.g2 - bgfade(isBG),
				b = color.b2 - bgfade(isBG),
				a = bgalpha(alpha),
			}
		end
	end
end

function F.GradientColorsCustom(unitclass, invert, alpha, isBG, customalpha)
	local color = customgradientsColor[unitclass] or customgradientsColor.MERATHILIS

	if customalpha then
		if invert then
			return {
				r = color.r2 - bgfade(isBG),
				g = color.g2 - bgfade(isBG),
				b = color.b2 - bgfade(isBG),
				a = customalpha,
			}, {
				r = color.r1 - bgfade(isBG),
				g = color.g1 - bgfade(isBG),
				b = color.b1 - bgfade(isBG),
				a = customalpha,
			}
		else
			return {
				r = color.r1 - bgfade(isBG),
				g = color.g1 - bgfade(isBG),
				b = color.b1 - bgfade(isBG),
				a = customalpha,
			}, {
				r = color.r2 - bgfade(isBG),
				g = color.g2 - bgfade(isBG),
				b = color.b2 - bgfade(isBG),
				a = customalpha,
			}
		end
	else
		if invert then
			return {
				r = color.r2 - bgfade(isBG),
				g = color.g2 - bgfade(isBG),
				b = color.b2 - bgfade(isBG),
				a = bgalpha(alpha),
			}, {
				r = color.r1 - bgfade(isBG),
				g = color.g1 - bgfade(isBG),
				b = color.b1 - bgfade(isBG),
				a = bgalpha(alpha),
			}
		else
			return {
				r = color.r1 - bgfade(isBG),
				g = color.g1 - bgfade(isBG),
				b = color.b1 - bgfade(isBG),
				a = bgalpha(alpha),
			}, {
				r = color.r2 - bgfade(isBG),
				g = color.g2 - bgfade(isBG),
				b = color.b2 - bgfade(isBG),
				a = bgalpha(alpha),
			}
		end
	end
end

function F.GradientName(name, unitclass, isTarget)
	if not name then
		return
	end

	local color = F.ClassGradient[unitclass] or F.ClassGradient.MANA
	if not isTarget then
		return E:TextGradient(name, color.r2, color.g2, color.b2, color.r1, color.g1, color.b1)
	else
		return E:TextGradient(name, color.r1, color.g1, color.b1, color.r2, color.g2, color.b2)
	end
end

function F.GradientNameCustom(name, unitclass, isTarget)
	if not name then
		return
	end

	local color = customgradientsColor[unitclass] or customgradientsColor.MANA
	if not isTarget then
		return E:TextGradient(name, color.r2, color.g2, color.b2, color.r1, color.g1, color.b1)
	else
		return E:TextGradient(name, color.r1, color.g1, color.b1, color.r2, color.g2, color.b2)
	end
end

function F.Color.SetGradient(obj, orientation, minColor, maxColor)
	if not obj then
		return
	end

	if not minColor.r or not minColor.g or not minColor.b then
		return
	end
	if not maxColor.r or not maxColor.g or not maxColor.b then
		return
	end

	obj:SetGradient(orientation, minColor, maxColor)
end

function F.Color.SetGradientRGB(obj, orientation, r1, g1, b1, a1, r2, g2, b2, a2)
	F.Color.SetGradient(obj, orientation, CreateColor(r1, g1, b1, a1), CreateColor(r2, g2, b2, a2))
end

function F.Color.UpdateGradient(obj, perc, minColor, maxColor)
	if not minColor.r or not minColor.g or not minColor.b then
		return
	end
	if not maxColor.r or not maxColor.g or not maxColor.b then
		return
	end

	if perc >= 1 then
		local r, g, b = maxColor:GetRGBA()
		obj:SetRGBA(r, g, b, 1)
		return
	elseif perc <= 0 then
		local r, g, b = minColor:GetRGBA()
		obj:SetRGBA(r, g, b, 1)
		return
	end

	obj:SetRGBA(
		(maxColor.r * perc) + (minColor.r * (1 - perc)),
		(maxColor.g * perc) + (minColor.g * (1 - perc)),
		(maxColor.b * perc) + (minColor.b * (1 - perc)),
		1
	)
end

function F.HexRGB(r, g, b)
	if r then
		if type(r) == "table" then
			if r.r then
				r, g, b = r.r, r.g, r.b
			else
				r, g, b = unpack(r)
			end
		end
		return format("|cff%02x%02x%02x", r * 255, g * 255, b * 255)
	end
end

local progressColor = {
	start = { r = 1.000, g = 0.647, b = 0.008 },
	complete = { r = 0.180, g = 0.835, b = 0.451 },
}

function F.GetProgressColor(progress)
	local r = (progressColor.complete.r - progressColor.start.r) * progress + progressColor.start.r
	local g = (progressColor.complete.g - progressColor.start.g) * progress + progressColor.start.g
	local b = (progressColor.complete.r - progressColor.start.b) * progress + progressColor.start.b

	-- algorithm to let the color brighter
	local addition = 0.35
	r = min(r + abs(0.5 - progress) * addition, r)
	g = min(g + abs(0.5 - progress) * addition, g)
	b = min(b + abs(0.5 - progress) * addition, b)

	return { r = r, g = g, b = b }
end
