OldFortressPlanetAmi00_v
========================
  Textures:
    - Lattice02

  Ambient Colors:
    - 100, 100, 100, 195

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))



OldFortressPlanetAmi_tesuri00_v
===============================
  Textures:
    - Glow00
    - Metal00
        Scale: 10, 10
    - SunEnv00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 161, 186, 186, 255
    - 10, 50, 70, 255

  Steps:
    1: RGB = (lerp from (161, 186, 186) to (10, 50, 70) using (tex #1 RGB)), then add (vertex RGB), subtract 127
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((tex #3 RGB) * (vertex RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



OldFortressPlanetArrow_00_v
===========================
  Textures:
    - DotNoise

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 121, 121, 121, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((121, 121, 121) * (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetEquimwnt_00_v
==============================
  Textures:
    - Equipment02
        Scale: 8, 8

  Ambient Colors:
    - 100, 100, 100, 195

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))



OldFortressPlanetFloor_00_v
===========================
  Textures:
    - PattanRock

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 21, 19, 28, 0

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

  Color Registers:
    - 145, 150, 130, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (21, 19, 28) to (145, 150, 130) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetLawn_00_v
==========================
  Textures:
    - LawnPattern06
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 49, 0, 30

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

  Color Registers:
    - 84, 150, 24, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 49, 0) to (84, 150, 24) using (vertex RGB))
         A = (lerp from 30 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetMetal_00_v
===========================
  Textures:
    - MetalPunch02
        Rotation: 0.499984740745262

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 200, 141, 40, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((200, 141, 40) * (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga00_v
==========================
  Textures:
    - renga08
        Scale: 3, 3

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 17, 10, 0, 46

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

  Color Registers:
    - 93, 93, 72, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (17, 10, 0) to (93, 93, 72) using (vertex RGB))
         A = (lerp from 46 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga010_v
===========================
  Textures:
    - RockPattern10
        Rotation: -0.8889431440168463

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 15, 10, 0, 0

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

  Color Registers:
    - 90, 60, 10, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (15, 10, 0) to (90, 60, 10) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga011_v
===========================
  Textures:
    - RockPattern02
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 8, 6, 0, 28

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

  Color Registers:
    - 80, 52, 52, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (8, 6, 0) to (80, 52, 52) using (vertex RGB))
         A = (lerp from 28 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga012_v
===========================
  Textures:
    - WallPattern12
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 10, 6, 0, 28

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

  Color Registers:
    - 157, 157, 157, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (10, 6, 0) to (157, 157, 157) using (vertex RGB))
         A = (lerp from 28 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga01_v
==========================
  Textures:
    - StoneFloor11
        Scale: 0.8999999761581421, 0.8999999761581421

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 20, 20, 8, 0

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

  Color Registers:
    - 149, 141, 117, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 20, 8) to (149, 141, 117) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga03_v
==========================
  Textures:
    - RockPattern24
        Rotation: 0.16666158024842068

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 14, 10, 5, 0

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

  Color Registers:
    - 65, 52, 40, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (14, 10, 5) to (65, 52, 40) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga04_v
==========================
  Textures:
    - n_i_ground_02
        Scale: 0.699999988079071, 0.699999988079071

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 42

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

  Color Registers:
    - 153, 153, 125, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((153, 153, 125) * (vertex RGB))
         A = (lerp from 42 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga05_v
==========================
  Textures:
    - RockPattern02
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 10, 6, 0, 28

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

  Color Registers:
    - 56, 40, 30, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (10, 6, 0) to (56, 40, 30) using (vertex RGB))
         A = (lerp from 28 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga06_v
==========================
  Textures:
    - new_renga02_2
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 24, 37, 20

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

  Color Registers:
    - 84, 97, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 24, 37) to (84, 97, 80) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga07_v
==========================
  Textures:
    - WallPattern14_0

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 4, 2, 0, 28

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

  Color Registers:
    - 173, 117, 44, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (173, 117, 44) using (vertex RGB))
         A = (lerp from 28 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga08_v
==========================
  Textures:
    - WallPattern14_0

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 10, 6, 0, 28

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

  Color Registers:
    - 113, 113, 100, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (10, 6, 0) to (113, 113, 100) using (vertex RGB))
         A = (lerp from 28 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetRenga09_v
==========================
  Textures:
    - RockPattern10
        Scale: 1.5, 1.5
        Rotation: 0.33332316049684135

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 20, 9, 0, 0

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

  Color Registers:
    - 80, 45, 15, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 9, 0) to (80, 45, 15) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetSaku00_v
=========================
  Textures:
    - Grain02
        Scale: 0.537109375, 0.576171875
        Rotation: 0.5702993865779595

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 50, 30, 10, 60

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

  Color Registers:
    - 109, 101, 68, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (50, 30, 10) to (109, 101, 68) using (vertex RGB))
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetSand00_v
=========================
  Textures:
    - z_sand

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 16, 60

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

  Color Registers:
    - 153, 153, 125, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 0, 16) to (153, 153, 125) using (vertex RGB))
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetSand01_v
=========================
  Textures:
    - z_sand_2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 16, 60

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

  Color Registers:
    - 153, 153, 130, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 0, 16) to (153, 153, 130) using (vertex RGB))
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetSoil00_v
=========================
  Textures:
    - SoilPattern04

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 80, 80, 80, 60

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

  Color Registers:
    - 200, 170, 150, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (80, 80, 80) to (200, 170, 150) using (vertex RGB))
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetWall_02_v
==========================
  Textures:
    - RockPattern02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 19, 8, 10, 60

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

  Color Registers:
    - 240, 200, 100, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (19, 8, 10) to (240, 200, 100) using (vertex RGB))
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetWall_03_v
==========================
  Textures:
    - new_kabe02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 16, 56

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

  Color Registers:
    - 153, 153, 125, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 0, 16) to (153, 153, 125) using (vertex RGB))
         A = (lerp from 56 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetWaterEdge_00_v_x
=================================
  Textures:
    - WaterWave
        Offset: -0.16200001537799835, -0.16200001537799835
        Scale: 0.800000011920929, 0.800000011920929
        Rotation: 1
    - WaterWave
        Offset: 0.4860000014305115, 0.4860000014305115
        Scale: 1.2999999523162842, 1.2999999523162842

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 150, 150, 150, 0
    - 0, 0, 0, 255

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

  Color Registers:
    - 28, 28, 28, 48
    - 4, -308, -862, 255

  Steps:
    1: RGB = ((150, 150, 150) * (tex #1 RGB)), multiply by 4
         A = ((vertex A) * (tex #1 A)), multiply by 4



OldFortressPlanetWood_00_v
==========================
  Textures:
    - Grain00
        Rotation: 0.249977111117893

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 23, 10, 14, 20

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

  Color Registers:
    - 113, 93, 28, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (23, 10, 14) to (113, 93, 28) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetwall00_v
=========================
  Textures:
    - StoneFloor02_2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 19, 8, 10, 0

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

  Color Registers:
    - 202, 157, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (19, 8, 10) to (202, 157, 56) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



OldFortressPlanetwall01_v
=========================
  Textures:
    - RockPattern10
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 10, 6, 0, 28

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

  Color Registers:
    - 165, 169, 4, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (10, 6, 0) to (165, 169, 4) using (vertex RGB))
         A = (lerp from 28 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



water_mat_v
===========
  Textures:
    - WaterWave
        Offset: 0.16200001537799835, 0.16200001537799835
        Scale: 0.10000000149011612, 0.10000000149011612
        Rotation: 0.499984740745262
    - WaterWave
        Offset: 0, 0.16200001537799835
        Scale: 0.30000001192092896, 0.30000001192092896

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 255

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

  Color Registers:
    - -6, 97, 64, 260
    - 400, -259, -862, 255

  Steps:
    1: RGB = (tex #1 RGB)
         A = ((vertex A) * (tex #1 A))
    2: RGB = (255, 255, 255)
         A = ((prev. A) * (tex #2 A)), multiply by 4
