ColorWood00_v
=============
  Textures:
    - Grain00Mip
        Scale: 1.2000000476837158, 0.6000000238418579
        Rotation: 0.499984740745262

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 60
    - 43, 29, 22, 255

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

  Color Registers:
    - 89, 48, 32, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((89, 48, 32) * (tex #1 RGB))
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (vertex RGB)), then add (prev. A), multiply by 2
         A = (vertex A)



WoodSurfaceA_v
==============
  Textures:
    - Grain00Mip
        Scale: 1, 0.4541015625
        Rotation: 0.08331553086947234

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 48, 44, 29, 60
    - 43, 29, 22, 255

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

  Color Registers:
    - 133, 125, 145, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (48, 44, 29) to (133, 125, 145) using (tex #1 RGB))
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (vertex RGB)), then add (prev. A), multiply by 2
         A = (vertex A)



WoodSurfaceB_v
==============
  Textures:
    - Grain00Mip
        Scale: 1, 0.4541015625
        Rotation: 0.08331553086947234

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 8, 0, 0, 60
    - 43, 29, 22, 255

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

  Color Registers:
    - 133, 97, 12, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (8, 0, 0) to (133, 97, 12) using (tex #1 RGB))
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (vertex RGB)), then add (prev. A), multiply by 2
         A = (vertex A)
