Body_Mat_v
==========
  Textures:
    - BossFartBugBody

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -11, -64, -111, -81
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-11, -64, -111)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -81, multiply by 2



EyeBall_v
=========
  Textures:
    - BossFartBugEye

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -81
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -81, multiply by 2



Eyelid_v
========
  Textures:
    - BossFartBugEye
    - Env02
        Scale: 0.6200000047683716, 0.6200000047683716

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 25, -121, -83, -81
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (25, -121, -83)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Fang_Mat_v
==========
  Textures:
    - BossFartBugFang
    - Env01
        Scale: 1.399999976158142, 1.399999976158142

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 50, 40, 0, -81
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (50, 40, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Shell_v
=======
  Textures:
    - BossFartBugBody
    - Env02
        Scale: 0.6200000047683716, 0.6200000047683716
    - ShadowProjDummy

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 20, -124, -78, -81
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (20, -124, -78)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
    4: RGB = -1 * (lerp from (32, 32, 32) to (prev. RGB) using (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4



Fang_Mat_v(2)
=============
  Textures:
    - BossFartBugFang
    - Env01
        Scale: 1.399999976158142, 1.399999976158142

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 50, 40, 0, -81
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (50, 40, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



EyeBall_v(2)
============
  Textures:
    - BossFartBugEye

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -81
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -81, multiply by 2



Eyelid_v(2)
===========
  Textures:
    - BossFartBugEye
    - Env02
        Scale: 0.6200000047683716, 0.6200000047683716

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 25, -121, -83, -81
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (25, -121, -83)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
