inner
=====
  Textures:
    - Txm_hokori3
        Offset: -0.7966667413711548, -0.7966667413711548
        Scale: 3, 2
    - Txm_hokori3
        Offset: 0.9933335185050964, -0.9933335185050964
    - AK_kagerouIndMM00
        Offset: -0.8347756266593933, -0.8347756266593933
        Scale: 2, 1
    - windGrad00
        Offset: 0, -0.25
        Scale: 1, 2

  Ambient Colors:
    - 50, 50, 50, 50

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

  Color Registers:
    - 246, 238, 153, 255
    - 27, 30, 30, 77
    - 27, 30, 30, 81

  Steps:
    1: RGB = (tex #1 RGB)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (prev. RGB) to (tex #2 RGB) using (128, 128, 128)), divide by 2
         A = (prev. A)
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = ((tex #4 A) * (prev. A))



out
===
  Textures:
    - Txm_hokori3
        Offset: -0.5766667127609253, -0.5766667127609253
        Scale: 3, 2
    - Txm_hokori3
        Offset: 0.7733334302902222, -0.7733334302902222
    - AK_kagerouIndMM00
        Offset: -0.5830370783805847, -0.5830370783805847
        Scale: 2, 1
    - windGrad00
        Offset: 0, -0.25
        Scale: 1, 2

  Ambient Colors:
    - 50, 50, 50, 50

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

  Color Registers:
    - 246, 238, 153, 255
    - 27, 30, 30, 77
    - 27, 30, 30, 81

  Steps:
    1: RGB = (tex #1 RGB)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (prev. RGB) to (tex #2 RGB) using (128, 128, 128)), divide by 2
         A = (prev. A)
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = ((tex #4 A) * (prev. A))
