darkHead
========
  Textures:
    - AK_darkSpirit00
        Offset: 0.6333333849906921, 0.3006666898727417
        Scale: 2, 1.5
        Rotation: 1
    - AK_fireshaft01
        Offset: 0.6333333253860474, -1.9000000953674316
        Scale: 2, 3
    - AK_fireshaft00
        Offset: 0.6333333253860474, -1.2666666507720947
        Scale: 1, 3

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 255, 255, 255, 47
    - 255, 255, 255, 45
    - 255, 255, 255, 38

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

  Color Registers:
    - 190, 12, 64, 28
    - 0, 0, 0, 58

  Steps:
    1: RGB = ((38, 38, 38) * (tex #1 RGB))
         A = (45 * (tex #1 A))
    2: RGB = ((28, 28, 28) * (tex #2 RGB)), then add (prev. RGB)
         A = (45 * (tex #2 A)), then add (prev. A)
    3: RGB = ((28, 28, 28) * (tex #3 RGB)), then add (prev. RGB)
         A = (45 * (tex #3 A)), then add (prev. A)
    4: RGB = if R of (47, 47, 47) > (prev. RGB), use (190, 12, 64), otherwise (0, 0, 0)
         A = if (prev. A) > 58, use 255, otherwise 0



darkHead(2)
===========
  Textures:
    - AK_fireshaft02
        Offset: 1.8000000715255737, -4.199999809265137
        Scale: 2, -10
    - AK_fireshaft02
        Offset: 2.700000286102295, -3.299999952316284
        Scale: 1, -8.395772933959961
    - AK_fireshaft02
        Offset: 0.9000000357627869, -1.7000000476837158
        Scale: 2, -5

  Ambient Colors:
    - 50, 50, 50, 50

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

  Color Registers:
    - 255, 89, 129, 255

  Steps:
    1: RGB = ((255, 89, 129) * (tex #1 RGB))
         A = (tex #1 A)
    2: RGB = ((255, 89, 129) * (tex #2 RGB)), then add (prev. RGB)
         A = (tex #2 A), then add (prev. A)
    3: RGB = ((255, 89, 129) * (tex #3 RGB)), then add (prev. RGB)
         A = (tex #3 A), then add (prev. A)
