Rope01_v
========
  Textures:
    - Rope01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 45, 13, 21, 84

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

  Color Registers:
    - 481, 489, 420, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (45, 13, 21) to (481, 489, 420) using (vertex RGB))
         A = (lerp from 84 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))



SakuBLine01_v
=============
  Textures:
    - BarkPattern01
        Scale: 0.5, 0.5

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 33, 32, 30, 67

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

  Color Registers:
    - 242, 246, 242, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (33, 32, 30) to (242, 246, 242) using (vertex RGB))
         A = (lerp from 67 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))



SakuWEnd01_v
============
  Textures:
    - WoodEnd01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 94, 93, 95, 100

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (94, 93, 95) to (255, 255, 255) using (vertex RGB))
         A = (lerp from 100 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))



SakuWLine01_v
=============
  Textures:
    - WoodLine01_RGB565

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 32, 22, 15, 39

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

  Color Registers:
    - 200, 453, 220, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (32, 22, 15) to (200, 453, 220) using (vertex RGB))
         A = (lerp from 39 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))
