Code:
function(progress, r1, g1, b1, a1, r2, g2, b2, a2)
    if aura_env.state and aura_env.state.col then
        return aura_env.state.col[1],aura_env.state.col[2],aura_env.state.col[3]
    else
        return 1,1,1
    end
end
this is the one it uses for animation

This is the main code:
Code:
function(states, event, ...)
    if WeakAuras.IsOptionsOpen() then
        for i = 1, 5 do
            states[i] = states[i] or {}
            states[i].changed = true
            states[i].show = true
            states[i].progressType = "static"
            states[i].value = 0
            states[i].total = 1
            states[i].col = aura_env.col[i]
        end
        return true
    end
    
    if event == "COMBAT_LOG_EVENT_UNFILTERED" then
        local source = select(4, ...)
        local type = select(2, ...)
        local dest = select(8, ...)
        local spell = select(12, ...)
        
        if source == aura_env.player and type == "SPELL_ENERGIZE" and spell == aura_env.ShadowTechniquesID then
            aura_env.reset()
        elseif source == aura_env.player and (type == "SWING_DAMAGE" or type == "SWING_MISSED") then
            if type == "SWING_DAMAGE" then
                local oh = select(21, ...)
                aura_env.increment()
                if oh then 
                    aura_env.oh_last = GetTime()
                else
                    aura_env.mh_last = GetTime()
                end            
            else            
                local oh = select(13, ...)
                if oh then 
                    aura_env.oh_last = GetTime() 
                else
                    aura_env.mh_last = GetTime() 
                end
            end
        end    
        
        for i = 1, 5 do
            local over = i <= aura_env.hits
            if over then
                states[i] = states[i] or {}
                states[i].changed = true
                states[i].show = true
                states[i].progressType = "static"
                states[i].value = 0
                states[i].total = 1
                states[i].col = aura_env.col[i]
            elseif i == (aura_env.hits + 1) then
                local d,e = aura_env.getSwingTime()
                states[i] = states[i] or {}
                states[i].changed = true
                states[i].show = true
                states[i].progressType = "timed"
                states[i].duration = d
                states[i].expirationTime = e
                states[i].col = aura_env.col[i]
            else
                states[i] = states[i] or {}
                states[i].changed = true
                states[i].show = false
            end
        end
    elseif event == "ENCOUNTER_START" or event == "PLAYER_REGEN_DISABLED" then
        aura_env.hits = 0        
        aura_env.mh_last = GetTime()
        aura_env.oh_last = GetTime()
    end
    return true
end
It matches the colors of my energy bar too much, so I want to make it more monochrome looking to match the autoattack feeling. Like white>grey>dark grey. or vise versa.

How would I go about changing the colors in this code?