PullTargetDrawerBox_v
=====================
  Textures:
    - PullTarget

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 0, 0, 0, -114
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -114, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -114, multiply by 2



PullTargetDrawerFront_v
=======================
  Textures:
    - Front

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 8, 0, -10, -125
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 0, -10)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -125, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -125, multiply by 2



PullTargetDrawerSide_v
======================
  Textures:
    - PullDrawer

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 8, -13, -94, -69
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, -13, -94)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -69, multiply by 2



PullTargetDrawerWood_v
======================
  Textures:
    - BigTreeWoodB

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 8, 0, -10, -136
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 0, -10)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -136, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -136, multiply by 2



PullTargetMat_v
===============
  Textures:
    - PullTargetFront
    - PullDrawerEnv

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -20, 30, -255, -60
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-20, 30, -255)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
