Body_v
======
  Textures:
    - FurHoneyBeeBody

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -69
    - 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 -69
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -69, multiply by 2



Eye_v
=====
  Textures:
    - HoneyBeeEye.3

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -69
    - 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 -69
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -69, multiply by 2



FurHoneyBee_v
=============
  Textures:
    - FurCollar_vBody

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -69
    - 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 -69
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -69, multiply by 2



Wing_v
======
  Textures:
    - FurHoneyBeeBody

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 50, 50, 50, -128
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((50, 50, 50) * (vertex RGB)), multiply by 4
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = (tex #1 A), then add -128
