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:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 3, 0, 5

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

  Color Registers:
    - 93, 105, 97, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 3, 0) to (93, 105, 97) using (vertex RGB))
         A = (lerp from 5 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
======================
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02
        Scale: 0, 1

  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)



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))



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)



lambert9_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)
