BarelOuter2:lambert11_v
=======================
  Textures:
    - PaintWood06
        Scale: 3.88671875, 3.88671875

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 12, 10, 20

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

  Color Registers:
    - 121, 133, 125, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 12, 10) to (121, 133, 125) 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))



BarelOuter2:lambert2_v
======================
  Textures:
    - Grain01Gray
        Scale: 0.7421875, 0.2490234375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

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

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (56, 56, 56) 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))



BarelOuter2:lambert3_v
======================
  Textures:
    - KoopaVs1GlaRefLight
        Offset: 0.908203125, -0.9912109375
        Scale: 0.537109375, 0.537109375
    - IndBendZara
        Scale: 1, -0.0439453125
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 48, 32, 255

  Material Colors:
    - 238, 230, 195, 255
    - 238, 230, 195, 255

  Color Registers:
    - 190, 68, 133, 248
    - 255, 182, 255, 273

  Steps:
    1: RGB = (lerp from (0, 48, 32) to (vertex RGB) using (tex #1 RGB))
         A = ((tex #1 A) * (vertex A))



BarelOuter2:lambert6_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)



BarelOuter2:lambert8_v
======================
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 21, 10, 0, 20

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

  Color Registers:
    - 89, 56, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (21, 10, 0) to (89, 56, 56) 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:lambert8_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:
    - 56, 56, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (56, 56, 56) 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:
    - -12, -12, -12, -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 (-12, -12, -12), 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:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 20, 9, 0, 20

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

  Color Registers:
    - 161, 80, 20, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 9, 0) to (161, 80, 20) 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_x
=============
  Textures:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 24, 37, 103

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

  Color Registers:
    - 113, 125, 125, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 24, 37) to (113, 125, 125) using (vertex RGB))
         A = (lerp from 103 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))



lambert12_v
===========
  Textures:
    - Grain00

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 4, 2, 0, 20

  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 (4, 2, 0) to (121, 113, 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))



lambert13_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:
    - 40, 32, 20, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (40, 32, 20) 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))



lambert14_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:
    - 56, 56, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (56, 56, 56) 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))



lambert15_v
===========
  Textures:
    - Bark03
        Scale: 2.1923828125, 0.869140625
        Rotation: 0.6944486831263161

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 24, 17, 0, 20

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

  Color Registers:
    - 210, 198, 157, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 17, 0) to (210, 198, 157) 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:
    - 20, 20, 20, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (20, 20, 20) 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:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 56, 9, 0, 20

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

  Color Registers:
    - 157, 32, 20, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (56, 9, 0) to (157, 32, 20) 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))



lambert1_v
==========
  Textures:

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 102, 102, 102, 255
    - 102, 102, 102, 255

  Steps:
    1: RGB = (vertex RGB)
         A = (vertex A)



lambert5_v
==========
  Textures:
    - Grid32_blue

  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))



lambert9_v
==========
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 4, 2, 0, 20

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

  Color Registers:
    - 76, 56, 16, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (76, 56, 16) 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))



BarelOuter2:lambert2_v(2)
=========================
  Textures:
    - Grain01Gray
        Scale: 0.7421875, 0.2490234375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

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

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (56, 56, 56) 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))



BarelOuter2:lambert8_v(2)
=========================
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 21, 10, 0, 20

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

  Color Registers:
    - 89, 56, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (21, 10, 0) to (89, 56, 56) 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))



BarelOuter2:lambert2_v(3)
=========================
  Textures:
    - Grain01Gray
        Scale: 0.7421875, 0.2490234375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

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

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (56, 56, 56) 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))



BarelOuter2:lambert8_v(3)
=========================
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 21, 10, 0, 20

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

  Color Registers:
    - 89, 56, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (21, 10, 0) to (89, 56, 56) 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))



BarelOuter2:lambert2_v(4)
=========================
  Textures:
    - Grain01Gray
        Scale: 0.7421875, 0.2490234375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

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

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (56, 56, 56) 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))



BarelOuter2:lambert8_v(4)
=========================
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 21, 10, 0, 20

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

  Color Registers:
    - 89, 56, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (21, 10, 0) to (89, 56, 56) 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(2)
=============
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 4, 2, 0, 20

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

  Color Registers:
    - 76, 56, 16, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (76, 56, 16) 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))



BarelOuter2:lambert2_v(5)
=========================
  Textures:
    - Grain01Gray
        Scale: 0.7421875, 0.2490234375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

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

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (56, 56, 56) 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))



BarelOuter2:lambert8_v(5)
=========================
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 21, 10, 0, 20

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

  Color Registers:
    - 89, 56, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (21, 10, 0) to (89, 56, 56) 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))



lambert5_v(2)
=============
  Textures:
    - Grid32_blue

  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))



lambert9_v(3)
=============
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 4, 2, 0, 20

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

  Color Registers:
    - 76, 56, 16, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (76, 56, 16) 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))



BarelOuter2:lambert2_v(6)
=========================
  Textures:
    - Grain01Gray
        Scale: 0.7421875, 0.2490234375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

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

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

  Steps:
    1: RGB = (lerp from (7, 9, 10) to (56, 56, 56) 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))



BarelOuter2:lambert8_v(6)
=========================
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 21, 10, 0, 20

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

  Color Registers:
    - 89, 56, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (21, 10, 0) to (89, 56, 56) 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))



lambert5_v(3)
=============
  Textures:
    - Grid32_blue

  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))



lambert9_v(4)
=============
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 4, 2, 0, 20

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

  Color Registers:
    - 76, 56, 16, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (76, 56, 16) 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))



BarelOuter2:lambert8_v(7)
=========================
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 21, 10, 0, 20

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

  Color Registers:
    - 89, 56, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (21, 10, 0) to (89, 56, 56) 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(5)
=============
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 4, 2, 0, 20

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

  Color Registers:
    - 76, 56, 16, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 2, 0) to (76, 56, 16) 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))
