AddPartsOpA:Saku:Rope01_v
=========================
  Textures:
    - Rope01

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 92, 139, 0, 69

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

  Color Registers:
    - 141, 93, 4, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (92, 139, 0) to (141, 93, 4) using (vertex RGB))
         A = (lerp from 69 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))



AddPartsOpA:Saku:SakuBLine01_v
==============================
  Textures:
    - BarkPattern01
        Scale: 0.33203125, 0.33203125

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 0, 0, 15

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

  Color Registers:
    - 186, 234, 20, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 0, 0) to (186, 234, 20) using (vertex RGB))
         A = (lerp from 15 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))



AddPartsOpA:Saku:SakuWEnd01_v
=============================
  Textures:
    - WoodEnd01

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 142, 58, 0, 69

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

  Color Registers:
    - 234, 246, 84, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (142, 58, 0) to (234, 246, 84) using (vertex RGB))
         A = (lerp from 69 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))



AddPartsOpA:lambert21_v
=======================
  Textures:
    - RockPattern23
        Scale: 3, 3

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 42, 41, 17, 4

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

  Color Registers:
    - 149, 157, 145, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (42, 41, 17) to (149, 157, 145) using (vertex RGB))
         A = (lerp from 4 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))



AddPartsOpA:lambert29_v
=======================
  Textures:
    - RockPattern23
        Scale: 8, 8
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 35, 42, 31

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

  Color Registers:
    - 101, 137, 141, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 35, 42) to (101, 137, 141) using (vertex RGB))
         A = (lerp from 31 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))



AddPartsOpA:lambert30_v
=======================
  Textures:
    - RockPattern23
        Scale: 5, 5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 11, 43, 35, 11

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

  Color Registers:
    - 182, 182, 194, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (11, 43, 35) to (182, 182, 194) 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))



FallAndSpring:BottomMat_v
=========================
  Textures:
    - puffdurt
    - IndBendZara
        Offset: 1.2504000663757324, 1.2504000663757324
        Scale: 0.5, 0.99609375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 77, 114, 132, 255

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

  Color Registers:
    - 58, 347, 100, -50
    - 30, 275, 30, 255
    - 255, -37, 255, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (77, 114, 132), subtract 127, multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -50



FallAndSpring:WaterMat_v_x
==========================
  Textures:
    - WaterWave
        Offset: -0.21679998934268951, -0.21679998934268951
    - WaterWave
        Offset: 0.8167999386787415, 0.8167999386787415
        Scale: 1.100000023841858, 1.100000023841858

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 225, 247, 255, 87
    - 0, 0, 0, 255

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

  Color Registers:
    - 28, 28, 28, 48
    - 4, -106, -862, 255

  Steps:
    1: RGB = ((225, 247, 255) * (tex #1 RGB))
         A = (lerp from 87 to (vertex A) using (vertex A)), then add (tex #1 A), subtract 127, multiply by 2
    2: RGB = (225, 247, 255)
         A = ((prev. A) * (tex #2 A)), multiply by 4



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

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 34, 7, 0, 12

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

  Color Registers:
    - 153, 210, 72, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (34, 7, 0) to (153, 210, 72) 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))



MarioFaceShipChimney03:Ivy01_v
==============================
  Textures:
    - Ivy01

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 12, 0, 31

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

  Color Registers:
    - 165, 161, 20, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 12, 0) to (165, 161, 20) using (vertex RGB))
         A = (lerp from 31 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:
    - LawnPattern00Bright

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 24, 0, 14

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

  Color Registers:
    - 76, 106, 0, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 24, 0) to (76, 106, 0) using (vertex RGB))
         A = (lerp from 14 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:
    - PeanutMud
    - IndBend_LiquidSS
        Offset: 0, 0.01680000126361847
        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)



lambert36_v
===========
  Textures:
    - LawnPattern04Blight
        Scale: 1.5, 1.5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 69, 0, 35

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

  Color Registers:
    - 206, 254, 0, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 69, 0) to (206, 254, 0) using (vertex RGB))
         A = (lerp from 35 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))



lambert37_v
===========
  Textures:
    - RockPattern18
        Scale: 1.5, 1.5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 33, 62, 0, 70

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

  Color Registers:
    - 153, 153, 72, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (33, 62, 0) to (153, 153, 72) using (vertex RGB))
         A = (lerp from 70 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))



lambert38_v_x
=============
  Textures:
    - DotNoise
        Scale: 1.5, 1.5

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 36, 72, 24, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((36, 72, 24) * (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



lambert3_v
==========
  Textures:
    - SoilLayer04
        Scale: 2, 1.5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 36, 55, 0, 25

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

  Color Registers:
    - 145, 210, 84, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (36, 55, 0) to (145, 210, 84) using (vertex RGB))
         A = (lerp from 25 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))



lambert4_v
==========
  Textures:
    - SurfacePattern18Yokobe
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 32, 0, 23

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

  Color Registers:
    - 89, 121, 0, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 32, 0) to (89, 121, 0) using (vertex RGB))
         A = (lerp from 23 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:
    - RockPattern10
        Scale: 4, 4

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 50, 38, 11

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

  Color Registers:
    - 161, 161, 157, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 50, 38) to (161, 161, 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), multiply by 2
         A = ((vertex A) * (tex #1 A))
