DodoryuBody_Mat_v
=================
  Textures:
    - FurDodoryuBody_Mat_vBody

  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 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



DodoryuEye_Mat_v
================
  Textures:
    - DodoryuEye.2
        Offset: 1, 1

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -60
    - 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 -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2



DodoryuFaceAngry_Mat_v
======================
  Textures:
    - FurDodoryuFaceAngry_Mat_vBody

  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 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



DodoryuFaceCareless_Mat_v
=========================
  Textures:
    - FurDodoryuFaceCareless_Mat_vBody

  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 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



DodoryuFaceCry_Mat_v
====================
  Textures:
    - FurDodoryuFaceCry_Mat_vBody

  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 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



DodoryuFaceNormal_Mat_v
=======================
  Textures:
    - FurDodoryuFaceNormal_Mat_vBody

  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 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



DodoryuMet_Mat_v
================
  Textures:
    - FurDodoryuBody_Mat_vBody
    - DodoryuMetHilight
        Offset: -0.537109375, 0.4150390625
    - DodoryuMetInd
        Scale: -10, 10

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -13, -13, -13, -85
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-13, -13, -13)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -85, multiply by 4
    2: RGB = ((vertex A) * (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)



DodoryuSpec_Mat_v
=================
  Textures:
    - FurDodoryuBody_Mat_vBody
    - DodoryuHilight
        Offset: 0.0390625, 0.0390625
        Scale: 1.3232421875, 0.166015625
    - DodoryuMetInd
        Offset: 2.2314453125, 0
        Scale: 10, 4.2138671875

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -60
    - 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 -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



FurDodoryuBody_Mat_v
====================
  Textures:
    - FurDodoryuBody_Mat_vBody

  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 64 using (vertex A)), then add -89
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



FurDodoryuFaceAngry_Mat_v
=========================
  Textures:
    - FurDodoryuFaceAngry_Mat_vBody

  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 64 using (vertex A)), then add -89
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



FurDodoryuFaceCareless_Mat_v
============================
  Textures:
    - FurDodoryuFaceCareless_Mat_vBody

  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 64 using (vertex A)), then add -89
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



FurDodoryuFaceCry_Mat_v
=======================
  Textures:
    - FurDodoryuFaceCry_Mat_vBody

  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 64 using (vertex A)), then add -89
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



FurDodoryuFaceNormal_Mat_v
==========================
  Textures:
    - FurDodoryuFaceNormal_Mat_vBody

  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 64 using (vertex A)), then add -89
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
