Body1_v
=======
  Textures:
    - IndDummy
    - TestInd3
        Scale: 1.11328125, 1.11328125
    - StarPieceBase03
        Scale: 0.869140625, 0.869140625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, 10, -69
    - 0, 0, 20, 12
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 0, 20) to (tex #1 RGB) using (vertex RGB)), then add (-10, -10, 10), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((159, 159, 159) * (tex #3 RGB)), then add (prev. RGB)
         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
    - TestInd3
        Scale: 1.11328125, 1.11328125
    - StarPieceBase03
        Scale: 0.869140625, 0.869140625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, 10, -69
    - 0, 0, 20, 12
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 0, 20) to (tex #1 RGB) using (vertex RGB)), then add (-10, -10, 10), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((159, 159, 159) * (tex #3 RGB)), then add (prev. RGB)
         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
    - TestInd3
        Scale: 1.11328125, 1.11328125
    - StarPieceBase03
        Scale: 0.869140625, 0.869140625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, 10, -69
    - 0, 0, 20, 12
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 0, 20) to (tex #1 RGB) using (vertex RGB)), then add (-10, -10, 10), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((159, 159, 159) * (tex #3 RGB)), then add (prev. RGB)
         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
    - TestInd3
        Scale: 1.11328125, 1.11328125
    - StarPieceBase03
        Scale: 0.869140625, 0.869140625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, 10, -69
    - 0, 0, 20, 12
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 0, 20) to (tex #1 RGB) using (vertex RGB)), then add (-10, -10, 10), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((159, 159, 159) * (tex #3 RGB)), then add (prev. RGB)
         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
    - TestInd3
        Scale: 1.11328125, 1.11328125
    - StarPieceBase03
        Scale: 0.869140625, 0.869140625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, 10, -69
    - 0, 0, 20, 12
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 0, 20) to (tex #1 RGB) using (vertex RGB)), then add (-10, -10, 10), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((159, 159, 159) * (tex #3 RGB)), then add (prev. RGB)
         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
    - TestInd3
        Scale: 1.11328125, 1.11328125
    - StarPieceBase03
        Scale: 0.869140625, 0.869140625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, 10, -69
    - 0, 0, 20, 12
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 0, 20) to (tex #1 RGB) using (vertex RGB)), then add (-10, -10, 10), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((159, 159, 159) * (tex #3 RGB)), then add (prev. RGB)
         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
    - TestInd3
        Scale: 1.11328125, 1.11328125
    - StarPieceBase03
        Scale: 0.869140625, 0.869140625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, 10, -69
    - 0, 0, 20, 12
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 0, 20) to (tex #1 RGB) using (vertex RGB)), then add (-10, -10, 10), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((159, 159, 159) * (tex #3 RGB)), then add (prev. RGB)
         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
    - TestInd3
        Scale: 1.11328125, 1.11328125
    - StarPieceBase03
        Scale: 0.869140625, 0.869140625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, 10, -69
    - 0, 0, 20, 12
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 0, 20) to (tex #1 RGB) using (vertex RGB)), then add (-10, -10, 10), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((159, 159, 159) * (tex #3 RGB)), then add (prev. RGB)
         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
    - TestInd3
        Scale: 1.11328125, 1.11328125
    - StarPieceBase03
        Scale: 0.869140625, 0.869140625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, 10, -69
    - 0, 0, 20, 12
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 0, 20) to (tex #1 RGB) using (vertex RGB)), then add (-10, -10, 10), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((159, 159, 159) * (tex #3 RGB)), then add (prev. RGB)
         A = 0, then add (prev. A)
    3: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (prev. A)
