JellyFishElectric1_v
====================
  Textures:
    - JellyFishElectricBody

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -73, 28, 44, -77
    - 0, 0, 0, -33
    - 1023, 1023, 1023, 0

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-73, 28, 44)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -77, multiply by 4
    2: RGB = ((128, 128, 128) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -33, multiply by 4



JellyFishElectric2_v
====================
  Textures:
    - JellyFishElectricBody

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 24, -17, -42, -98
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (24, -17, -42)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -98, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



JellyFishElectric3_v
====================
  Textures:
    - JellyFishElectricBody

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -73, 8, 28, -69
    - 0, 0, 0, -5
    - 1023, 1023, 1023, 0

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-73, 8, 28)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((128, 128, 128) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -5, multiply by 4



JellyFishElectric4_v
====================
  Textures:
    - JellyFishElectricHanten
        Offset: 0, -0.20000039041042328
        Center: 0, 0
    - JellyFishElectricHantenAlpha

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 255, 255, 255, 120

  Color Registers:
    - 466, 0, 0, 2
    - -219, -118, 76, 0
    - 1023, 1023, 1023, 1023

  Steps:
    1: RGB = (lerp from (tex #1 RGB) to (0, 0, 0) using (tex #1 RGB)), then add (tex #1 RGB)
         A = ((vertex A) * (vertex A))
    2: RGB = (lerp from (255, 255, 255) to (0, 0, 0) using (466, 0, 0)), then add (prev. RGB), subtract 127
         A = -1 * (lerp from (tex #2 A) to 2 using 120), then add (tex #2 A)
