GrassandStone:YoshiBoxBreakPlanet_a08:Plant01_v
===============================================
  Textures:
    - PlantColor01

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 31, 42, 0, 20

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

  Color Registers:
    - 105, 165, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (31, 42, 0) to (105, 165, 60) 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))



GrassandStone:YoshiBoxBreakPlanet_a08:Stone01_v
===============================================
  Textures:
    - RockPattern02

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 7, 0, 17

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

  Color Registers:
    - 173, 186, 178, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 7, 0) to (173, 186, 178) using (vertex RGB))
         A = (lerp from 17 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))



MugnamBazooooooka:lambert6_v
============================
  Textures:
    - Grain00
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 30, 17, 0, 20

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

  Color Registers:
    - 161, 129, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (30, 17, 0) to (161, 129, 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))



Prope:lambert3_v
================
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -18, -18, -18, -73
    - 16, 12, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 12, 4) to (tex #1 RGB) using (vertex RGB)), then add (-18, -18, -18), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -73, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -73, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Prope:lambert7_v
================
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 12, -6, -33, -118
    - 16, 12, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 12, 4) to (tex #1 RGB) using (vertex RGB)), then add (12, -6, -33), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Soil_v
======
  Textures:
    - SoilPattern04

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 24, 0, 20

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

  Color Registers:
    - 190, 161, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 24, 0) to (190, 161, 60) 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))



lambert10_v
===========
  Textures:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 13, 32, 36, 20

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

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

  Steps:
    1: RGB = (lerp from (13, 32, 36) to (173, 173, 173) 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))



lambert11_v
===========
  Textures:
    - GrayPerl
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 40, 0, 20

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

  Color Registers:
    - 137, 153, 141, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 40, 0) to (137, 153, 141) 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))



lambert13_v
===========
  Textures:
    - Grain01Gray
        Scale: 1.5283203125, 0.7861328125

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

  Color Registers:
    - 93, 113, 97, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (93, 113, 97) 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))



lambert16_v
===========
  Textures:
    - Grain00

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 5, 0, 20

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

  Color Registers:
    - 153, 93, 48, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 5, 0) to (153, 93, 48) 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))



lambert17_v
===========
  Textures:
    - Grain01Gray
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

  Color Registers:
    - 93, 105, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (93, 105, 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))



lambert18_v
===========
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -18, -18, -18, -73
    - 16, 12, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 12, 4) to (tex #1 RGB) using (vertex RGB)), then add (-18, -18, -18), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -73, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -73, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert19_v
===========
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -13, -13, -13, -110
    - 16, 12, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 12, 4) to (tex #1 RGB) using (vertex RGB)), then add (-13, -13, -13), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -110, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert20_v
===========
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 8, 8, 8, -118
    - 16, 12, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 12, 4) to (tex #1 RGB) using (vertex RGB)), then add (8, 8, 8), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert21_v
===========
  Textures:
    - Grain02
        Scale: 3, 3

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 4, 2, 0, 20

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

  Color Registers:
    - 157, 101, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (157, 101, 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))



lambert22_v
===========
  Textures:
    - PeanutMud
    - IndBend_LiquidSS
        Offset: 0, 0.5945000052452087
        Scale: 1, -0.302734375
    - PeanutMudHiLight

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 45, 89, 96, 11
    - 130, 115, 53, 255

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

  Color Registers:
    - 222, 202, 157, 0
    - 0, -53, 0, 368

  Steps:
    1: RGB = (lerp from (45, 89, 96) to (222, 202, 157) using (vertex RGB))
         A = (lerp from 11 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))
    3: RGB = ((130, 115, 53) * (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)



lambert23_v
===========
  Textures:
    - Lattice00

  Ambient Colors:
    - 128, 128, 128, 128

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

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



lambert25_v
===========
  Textures:
    - Grain00

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 5, 0, 0, 10

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

  Color Registers:
    - 121, 113, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (5, 0, 0) to (121, 113, 80) using (vertex RGB))
         A = (lerp from 10 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))



lambert26_v
===========
  Textures:
    - Grain01Gray
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 30, 17, 0, 20

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

  Color Registers:
    - 76, 113, 84, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (30, 17, 0) to (76, 113, 84) 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))



lambert2_v
==========
  Textures:
    - SurfacePattern18Yokobe
        Scale: 1.7000000476837158, 1.7000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 31, 0, 20

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

  Color Registers:
    - 173, 133, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 31, 0) to (173, 133, 60) 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))



lambert9_v
==========
  Textures:
    - SoilLayer04
        Rotation: 0.499984740745262

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 24, 0, 20

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

  Color Registers:
    - 133, 101, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 24, 0) to (133, 101, 60) 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))



zzSoil_v_x
==========
  Textures:
    - SoilPattern04

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 24, 0, 11

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

  Color Registers:
    - 169, 129, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 24, 0) to (169, 129, 60) using (vertex RGB))
         A = (lerp from 11 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))



MugnamBazooooooka:lambert6_v(2)
===============================
  Textures:
    - Grain00
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 30, 17, 0, 20

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

  Color Registers:
    - 161, 129, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (30, 17, 0) to (161, 129, 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))



lambert19_v(2)
==============
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -13, -13, -13, -110
    - 16, 12, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 12, 4) to (tex #1 RGB) using (vertex RGB)), then add (-13, -13, -13), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -110, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert21_v(2)
==============
  Textures:
    - Grain02
        Scale: 3, 3

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 4, 2, 0, 20

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

  Color Registers:
    - 157, 101, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (157, 101, 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))



MugnamBazooooooka:lambert6_v(3)
===============================
  Textures:
    - Grain00
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 30, 17, 0, 20

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

  Color Registers:
    - 161, 129, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (30, 17, 0) to (161, 129, 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))



lambert16_v(2)
==============
  Textures:
    - Grain00

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 5, 0, 20

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

  Color Registers:
    - 153, 93, 48, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 5, 0) to (153, 93, 48) 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))



lambert17_v(2)
==============
  Textures:
    - Grain01Gray
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

  Color Registers:
    - 93, 105, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (93, 105, 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))



lambert21_v(3)
==============
  Textures:
    - Grain02
        Scale: 3, 3

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 4, 2, 0, 20

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

  Color Registers:
    - 157, 101, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (157, 101, 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))



lambert25_v(2)
==============
  Textures:
    - Grain00

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 5, 0, 0, 10

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

  Color Registers:
    - 121, 113, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (5, 0, 0) to (121, 113, 80) using (vertex RGB))
         A = (lerp from 10 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))



lambert17_v(3)
==============
  Textures:
    - Grain01Gray
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

  Color Registers:
    - 93, 105, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (93, 105, 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))



lambert21_v(4)
==============
  Textures:
    - Grain02
        Scale: 3, 3

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 4, 2, 0, 20

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

  Color Registers:
    - 157, 101, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (157, 101, 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))



GrassandStone:YoshiBoxBreakPlanet_a08:Stone01_v(2)
==================================================
  Textures:
    - RockPattern02

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 7, 0, 17

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

  Color Registers:
    - 173, 186, 178, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 7, 0) to (173, 186, 178) using (vertex RGB))
         A = (lerp from 17 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))



GrassandStone:YoshiBoxBreakPlanet_a08:Stone01_v(3)
==================================================
  Textures:
    - RockPattern02

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 7, 0, 17

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

  Color Registers:
    - 173, 186, 178, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 7, 0) to (173, 186, 178) using (vertex RGB))
         A = (lerp from 17 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))



GrassandStone:YoshiBoxBreakPlanet_a08:Stone01_v(4)
==================================================
  Textures:
    - RockPattern02

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 7, 0, 17

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

  Color Registers:
    - 173, 186, 178, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 7, 0) to (173, 186, 178) using (vertex RGB))
         A = (lerp from 17 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))



lambert19_v(3)
==============
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -13, -13, -13, -110
    - 16, 12, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 12, 4) to (tex #1 RGB) using (vertex RGB)), then add (-13, -13, -13), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -110, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert20_v(2)
==============
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 8, 8, 8, -118
    - 16, 12, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 12, 4) to (tex #1 RGB) using (vertex RGB)), then add (8, 8, 8), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert20_v(3)
==============
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 8, 8, 8, -118
    - 16, 12, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 12, 4) to (tex #1 RGB) using (vertex RGB)), then add (8, 8, 8), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert17_v(4)
==============
  Textures:
    - Grain01Gray
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

  Color Registers:
    - 93, 105, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (93, 105, 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))



lambert19_v(4)
==============
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -13, -13, -13, -110
    - 16, 12, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 12, 4) to (tex #1 RGB) using (vertex RGB)), then add (-13, -13, -13), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -110, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert23_v(2)
==============
  Textures:
    - Lattice00

  Ambient Colors:
    - 128, 128, 128, 128

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

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



lambert23_v(3)
==============
  Textures:
    - Lattice00

  Ambient Colors:
    - 128, 128, 128, 128

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

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



lambert17_v(5)
==============
  Textures:
    - Grain01Gray
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

  Color Registers:
    - 93, 105, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (93, 105, 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))
