Eye_v
=====
  Textures:
    - HoneyQueenEye.0

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 255, 255, 255, 9

  Color Registers:
    - 4, 4, 6, -108
    - 12, 0, 0, 52

  Steps:
    1: RGB = ((4, 4, 6) * (vertex RGB)), then add (4, 4, 6)
         A = (lerp from (tex #1 A) to 52 using (vertex A)), then add -108, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = (lerp from (12, 0, 0) to (tex #1 RGB) using (vertex RGB)), then add (prev. RGB), multiply by 2
         A = ((tex #1 A) * 64), then add (prev. A), add 127



FurHoneyQueenBody_v
===================
  Textures:
    - FurHoneyQueenBody

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -21, -21, -21, -108
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-21, -21, -21)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -108, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -108, multiply by 2



HoneyQueenBodyMat_v
===================
  Textures:
    - HoneyQueenBody

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -108
    - 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 -108, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -108, multiply by 2



HoneyQueenCrownMat_v
====================
  Textures:
    - FurHoneyQueenBody
    - Queen_Env
        Offset: 0.0830078125, 1.03515625
        Scale: 0.703125, 0.703125

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -106
    - 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 -106, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -106, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Wing_v
======
  Textures:
    - FurHoneyQueenBody

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 101, 101, 101, -94

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (101, 101, 101)
         A = ((tex #1 A) * (vertex A)), then add -94
