_mat_eye_L
==========
  Textures:
    - H_ma_eye1_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 150, 150, 180, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (150, 150, 180), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (vertex RGB) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)



_mat_eye_R
==========
  Textures:
    - H_ma_eye1_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 150, 150, 180, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (150, 150, 180), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (vertex RGB) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)



_mat_head
=========
  Textures:
    - H_ma_new_main_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 141, 150, 180, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (141, 150, 180), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (vertex RGB) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)



_mat_mouse
==========
  Textures:
    - H_ma_mouse1_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 150, 150, 180, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (150, 150, 180), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (vertex RGB) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)



_mat_head(2)
============
  Textures:
    - H_ma_new_main_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 117, 72, 182, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (117, 72, 182), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (0, 0, 0) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)



_mat_head(3)
============
  Textures:
    - H_ma_new_main_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 150, 150, 180, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (150, 150, 180), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (vertex RGB) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)



_mat_head(4)
============
  Textures:
    - H_ma_new_main_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 150, 150, 180, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (150, 150, 180), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (vertex RGB) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)



_mat_head(5)
============
  Textures:
    - H_ma_new_main_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 150, 150, 180, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (150, 150, 180), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (vertex RGB) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)



_mat_head(6)
============
  Textures:
    - H_ma_new_main_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 150, 150, 180, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (150, 150, 180), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (vertex RGB) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)



_mat_head(7)
============
  Textures:
    - H_ma_new_main_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 150, 150, 180, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (150, 150, 180), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (vertex RGB) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)



_mat_head(8)
============
  Textures:
    - H_ma_new_main_s3tc
    - H_ma_polmask1_i4
    - H_ma_rak_dummy
    - H_toon_2_4i

  Ambient Colors:
    - 128, 128, 128, 50

  Constant Colors:
    - 79, 108, 97, 128

  Color Registers:
    - 150, 150, 180, 161
    - 157, 161, 169, 255

  Steps:
    1: RGB = if RG of (tex #2 A) > (128, 128, 128), use (255, 255, 255), otherwise (0, 0, 0)
         A = 0
    2: RGB = (tex #1 RGB)
         A = 0
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = 0
    4: RGB = (lerp from (tex #4 RGB) to (vertex RGB) using (159, 159, 159)), then add (150, 150, 180), subtract 127
         A = 0
    5: RGB = (lerp from (157, 161, 169) to (vertex RGB) using (128, 128, 128)), then add (prev. RGB), subtract 127
         A = 0, then add (vertex A)
