lambert2_v
==========
  Textures:
    - SoilPattern01
        Scale: 5, 5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 31, 0, 0, 69

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

  Color Registers:
    - 250, 230, 24, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (31, 0, 0) to (250, 230, 24) using (vertex RGB))
         A = (lerp from 69 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))



lambert3_v
==========
  Textures:
    - LawnPattern06MipG
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 31, 32, 0, 69

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

  Color Registers:
    - 117, 226, 24, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (31, 32, 0) to (117, 226, 24) using (vertex RGB))
         A = (lerp from 69 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))



lambert4_v
==========
  Textures:
    - RockPattern02
        Scale: 4, 4

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 31, 0, 0, 69

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

  Color Registers:
    - 222, 230, 182, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (31, 0, 0) to (222, 230, 182) using (vertex RGB))
         A = (lerp from 69 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))



lambert5_v
==========
  Textures:
    - RockPattern02
        Scale: 3, 3

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 31, 0, 0, 69

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

  Color Registers:
    - 194, 117, 24, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (31, 0, 0) to (194, 117, 24) using (vertex RGB))
         A = (lerp from 69 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))



lambert6_v
==========
  Textures:
    - LawnPattern06MipG
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 31, 9, 0, 27

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

  Color Registers:
    - 117, 226, 24, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (31, 9, 0) to (117, 226, 24) using (vertex RGB))
         A = (lerp from 27 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))



lambert7_v
==========
  Textures:
    - RockPattern27yokobe
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 44, 27, 0, 69

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

  Color Registers:
    - 165, 157, 133, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (44, 27, 0) to (165, 157, 133) using (vertex RGB))
         A = (lerp from 69 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))
