BarelOuter2:lambert6_v
======================
  Textures:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 11, 0, 0, 12

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

  Color Registers:
    - 206, 44, 20, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (11, 0, 0) to (206, 44, 20) using (vertex RGB))
         A = (lerp from 12 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:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 9, 0, 20

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

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

  Steps:
    1: RGB = (lerp from (0, 9, 0) to (101, 101, 101) 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:lambert7_v
================
  Textures:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 24, 13, 0, 20

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

  Color Registers:
    - 165, 109, 44, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 13, 0) to (165, 109, 44) 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))



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: 4.8779296875, 1.943359375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 25, 17, 0, 20

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

  Color Registers:
    - 52, 40, 24, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (25, 17, 0) to (52, 40, 24) 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
=========
  Textures:
    - Grain01Gray
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 9, 10, 20

  Material Colors:
    - 204, 204, 204, 255
    - 204, 204, 204, 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)
         A = ((vertex A) * (tex #1 A))



lambert14_v
===========
  Textures:
    - Grain01Gray
        Scale: 4, 4

  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:
    - 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))



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:
    - Lattice00
        Offset: 0.0830078125, -0.0341796875
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 12, 0, 13

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

  Color Registers:
    - 153, 117, 149, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 12, 0) to (153, 117, 149) using (vertex RGB))
         A = (lerp from 13 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
===========
  Textures:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 19, 7, 0, 20

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

  Color Registers:
    - 109, 109, 84, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (19, 7, 0) to (109, 109, 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))



lambert20_v
===========
  Textures:
    - Grain01Gray
        Scale: 2, 2
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 24, 13, 0, 20

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

  Color Registers:
    - 60, 60, 36, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 13, 0) to (60, 60, 36) 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:
    - Grain00
        Scale: 2.8515625, 1.6552734375

  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))



lambert5_v
==========
  Textures:
    - Grain01Gray
        Scale: 1.943359375, 1.943359375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 9, 12, 53

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

  Color Registers:
    - 121, 101, 48, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 9, 12) to (121, 101, 48) using (vertex RGB))
         A = (lerp from 53 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))



lambert9_v
==========
  Textures:
    - Bark03Mip
        Scale: 3.427734375, 2.1484375
        Rotation: 0.499984740745262

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 20, 5, 0, 20

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

  Color Registers:
    - 137, 121, 101, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 5, 0) to (137, 121, 101) 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))



pasted__lambert10_v
===================
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02
        Scale: 0.0830078125, 3.6376953125

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -13, -13, -13, -118
    - 16, 8, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 8, 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 -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(2)
==============
  Textures:
    - Grain01Gray
        Scale: 2, 2
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 24, 13, 0, 20

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

  Color Registers:
    - 60, 60, 36, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 13, 0) to (60, 60, 36) 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(2)
=============
  Textures:
    - Grain00
        Scale: 2.8515625, 1.6552734375

  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))



lambert9_v(2)
=============
  Textures:
    - Bark03Mip
        Scale: 3.427734375, 2.1484375
        Rotation: 0.499984740745262

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 20, 5, 0, 20

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

  Color Registers:
    - 137, 121, 101, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 5, 0) to (137, 121, 101) 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))



lambert20_v(3)
==============
  Textures:
    - Grain01Gray
        Scale: 2, 2
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 24, 13, 0, 20

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

  Color Registers:
    - 60, 60, 36, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 13, 0) to (60, 60, 36) 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(3)
=============
  Textures:
    - Grain00
        Scale: 2.8515625, 1.6552734375

  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))



lambert9_v(3)
=============
  Textures:
    - Bark03Mip
        Scale: 3.427734375, 2.1484375
        Rotation: 0.499984740745262

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 20, 5, 0, 20

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

  Color Registers:
    - 137, 121, 101, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 5, 0) to (137, 121, 101) 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))



lambert20_v(4)
==============
  Textures:
    - Grain01Gray
        Scale: 2, 2
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 24, 13, 0, 20

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

  Color Registers:
    - 60, 60, 36, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 13, 0) to (60, 60, 36) 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(4)
=============
  Textures:
    - Bark03Mip
        Scale: 3.427734375, 2.1484375
        Rotation: 0.499984740745262

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 20, 5, 0, 20

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

  Color Registers:
    - 137, 121, 101, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 5, 0) to (137, 121, 101) 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(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:
    - 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))



lambert14_v(2)
==============
  Textures:
    - Grain01Gray
        Scale: 4, 4

  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))



lambert19_v(2)
==============
  Textures:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 19, 7, 0, 20

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

  Color Registers:
    - 109, 109, 84, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (19, 7, 0) to (109, 109, 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))



lambert20_v(5)
==============
  Textures:
    - Grain01Gray
        Scale: 2, 2
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 24, 13, 0, 20

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

  Color Registers:
    - 60, 60, 36, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 13, 0) to (60, 60, 36) 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:
    - Grain01Gray
        Scale: 1.943359375, 1.943359375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 9, 12, 53

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

  Color Registers:
    - 121, 101, 48, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 9, 12) to (121, 101, 48) using (vertex RGB))
         A = (lerp from 53 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))



pasted__lambert10_v(2)
======================
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02
        Scale: 0.0830078125, 3.6376953125

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -13, -13, -13, -118
    - 16, 8, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 8, 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 -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(6)
==============
  Textures:
    - Grain01Gray
        Scale: 2, 2
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 24, 13, 0, 20

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

  Color Registers:
    - 60, 60, 36, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 13, 0) to (60, 60, 36) 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(4)
=============
  Textures:
    - Grain00
        Scale: 2.8515625, 1.6552734375

  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))



lambert9_v(5)
=============
  Textures:
    - Bark03Mip
        Scale: 3.427734375, 2.1484375
        Rotation: 0.499984740745262

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 20, 5, 0, 20

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

  Color Registers:
    - 137, 121, 101, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 5, 0) to (137, 121, 101) 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))



lambert20_v(7)
==============
  Textures:
    - Grain01Gray
        Scale: 2, 2
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 24, 13, 0, 20

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

  Color Registers:
    - 60, 60, 36, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 13, 0) to (60, 60, 36) 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:lambert6_v(2)
=========================
  Textures:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 11, 0, 0, 12

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

  Color Registers:
    - 206, 44, 20, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (11, 0, 0) to (206, 44, 20) using (vertex RGB))
         A = (lerp from 12 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))
