Rock01_v
========
  Textures:
    - RockPattern27

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 6, 39, 48, 34

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

  Color Registers:
    - 194, 226, 238, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (6, 39, 48) to (194, 226, 238) using (vertex RGB))
         A = (lerp from 34 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))



Rock02_v
========
  Textures:
    - RockPattern27

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 16, 63, 88, 36

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

  Color Registers:
    - 210, 214, 230, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 63, 88) to (210, 214, 230) using (vertex RGB))
         A = (lerp from 36 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))



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:
    - 60, 59, 43, 100

  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 (60, 59, 43) to (242, 246, 242) 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), multiply by 2
         A = ((vertex A) * (tex #1 A))



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

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 24, 16, 27, 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 (24, 16, 27) 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), multiply by 2
         A = ((vertex A) * (tex #1 A))
