lambert4_v
==========
  Textures:
    - SearchBeamer
    - NewSearchbeamEnv
        Offset: 0.537109375, 0.0830078125
        Scale: 2.1923828125, -0.7421875
    - SearchBeamer

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -85
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -85, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert5_v
==========
  Textures:
    - JumpBeamerBeamTest
    - Searchbeam01R
        Offset: 6.133333206176758, 0
        Scale: 0.3955078125, 3.9697265625

  Ambient Colors:
    - 64, 64, 64, 128

  Material Colors:
    - 204, 204, 204, 255
    - 204, 204, 204, 255

  Color Registers:
    - 271, -73, -162, -110

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))
    2: RGB = (prev. RGB), then add (271, -73, -162), divide by 2
         A = (tex #2 A), then add -110, multiply by 4



lambert8_v
==========
  Textures:
    - SearchBeamer
    - NewSearchbeamEnv3
        Offset: 0.2880859375, 0
        Scale: 1.943359375, 0.703125

  Ambient Colors:
    - 64, 64, 64, 128

  Material Colors:
    - 111, 111, 111, 255
    - 111, 111, 111, 255

  Color Registers:
    - 254, 254, 254, 255
    - 80, -21, -17, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (254, 254, 254)), then add (80, -21, -17)
         A = (tex #1 A)
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



lambert4_v(2)
=============
  Textures:
    - SearchBeamer
    - NewSearchbeamEnv
        Offset: 0.537109375, 0.0830078125
        Scale: 2.1923828125, -0.7421875
    - SearchBeamer

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert4_v(3)
=============
  Textures:
    - SearchBeamer
    - NewSearchbeamEnv
        Offset: 0.537109375, 0.0830078125
        Scale: 2.1923828125, -0.7421875
    - SearchBeamer

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert4_v(4)
=============
  Textures:
    - SearchBeamer
    - NewSearchbeamEnv
        Offset: 0.537109375, 0.0830078125
        Scale: 2.1923828125, -0.7421875
    - SearchBeamer

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -77
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -77, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -77, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
