Body1_v
=======
  Textures:
    - IndDummy
    - IndTex
    - HighLight0

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 200, 200, 200, 255
    - 200, 200, 200, 255

  Color Registers:
    - -15, 15, 28, -90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, 15, 28)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)
    3: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (prev. A)



Cap_v
=====
  Textures:
    - IndDummy
    - IndTex
    - HighLight0

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 200, 200, 200, 255
    - 200, 200, 200, 255

  Color Registers:
    - -15, 15, 28, -90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, 15, 28)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)
    3: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (prev. A)



EyeLid_v
========
  Textures:
    - IndDummy
    - IndTex
    - HighLight0

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 200, 200, 200, 255
    - 200, 200, 200, 255

  Color Registers:
    - -15, 15, 28, -90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, 15, 28)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)
    3: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (prev. A)



EyeballL_v
==========
  Textures:
    - IndDummy
    - IndTex
    - HighLight0

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 200, 200, 200, 255
    - 200, 200, 200, 255

  Color Registers:
    - -15, 15, 28, -90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, 15, 28)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)
    3: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (prev. A)



EyeballR_v
==========
  Textures:
    - IndDummy
    - IndTex
    - HighLight0

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 200, 200, 200, 255
    - 200, 200, 200, 255

  Color Registers:
    - -15, 15, 28, -90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, 15, 28)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)
    3: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (prev. A)



Face_v
======
  Textures:
    - IndDummy
    - IndTex
    - HighLight0

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 200, 200, 200, 255
    - 200, 200, 200, 255

  Color Registers:
    - -15, 15, 28, -90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, 15, 28)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)
    3: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (prev. A)



Hair_v
======
  Textures:
    - IndDummy
    - IndTex
    - HighLight0

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 200, 200, 200, 255
    - 200, 200, 200, 255

  Color Registers:
    - -15, 15, 28, -90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, 15, 28)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)
    3: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (prev. A)



Hand_v
======
  Textures:
    - IndDummy
    - IndTex
    - HighLight0

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 200, 200, 200, 255
    - 200, 200, 200, 255

  Color Registers:
    - -15, 15, 28, -90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, 15, 28)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)
    3: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (prev. A)



Hand_v(2)
=========
  Textures:
    - IndDummy
    - IndTex
    - HighLight0

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 200, 200, 200, 255
    - 200, 200, 200, 255

  Color Registers:
    - -15, 15, 28, -90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, 15, 28)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)
    3: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (prev. A)
