eye1
====
  Textures:
    - bwd2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 250, 250, 250, 255
    - 250, 250, 250, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))



mabuta
======
  Textures:
    - bwd2
    - emboss
        Scale: 1.572265625, 1.572265625
    - bwd_siro
    - toonAM

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 220, 160, 32, 255
    - 255, 255, 255, 98

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #4 RGB))
         A = 0
    2: RGB = (tex #1 RGB)
         A = (tex #1 A)
    3: RGB = (lerp from (prev. RGB) to (tex #3 RGB) using (98, 98, 98))
         A = ((tex #3 A) * (prev. A))
    4: RGB = (prev. RGB)
         A = (prev. A)
    5: RGB = ((220, 160, 32) * (tex #4 RGB)), then add (prev. RGB)
         A = (prev. A)



model4_body
===========
  Textures:
    - bwd2
    - emboss
        Scale: 1.572265625, 1.572265625
    - bwd_siro
    - toonAM

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 220, 160, 32, 255
    - 255, 255, 255, 98

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #4 RGB))
         A = 0
    2: RGB = (tex #1 RGB)
         A = (tex #1 A)
    3: RGB = (lerp from (prev. RGB) to (tex #3 RGB) using (98, 98, 98))
         A = ((tex #3 A) * (prev. A))
    4: RGB = (prev. RGB)
         A = (prev. A)
    5: RGB = ((220, 160, 32) * (tex #4 RGB)), then add (prev. RGB)
         A = (prev. A)



model4_kuti
===========
  Textures:
    - bwd2
    - emboss
        Scale: 1.572265625, 1.572265625
    - bwd_siro
    - toonbwd

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 220, 160, 32, 255
    - 255, 255, 255, 98

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #4 RGB))
         A = 0
    2: RGB = (tex #1 RGB)
         A = (tex #1 A)
    3: RGB = (lerp from (prev. RGB) to (tex #3 RGB) using (98, 98, 98))
         A = ((tex #3 A) * (prev. A))
    4: RGB = (prev. RGB), then add (tex #4 A)
         A = (prev. A)
    5: RGB = ((220, 160, 32) * (tex #4 RGB)), then add (prev. RGB)
         A = (prev. A)



eye1(2)
=======
  Textures:
    - bwd2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 250, 250, 250, 255
    - 250, 250, 250, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))
