Dot01_32_v
==========
  Textures:
    - Dot01_32

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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



Noise03_32_v
============
  Textures:
    - Noise03_32

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 128

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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



Soil01_32_v
===========
  Textures:
    - Soil01_32

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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