EyeMat_v
========
  Textures:
    - SurfRayEye.0

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 2
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



SurfRayBodyMat_v
================
  Textures:
    - SurfRayBody
    - HighLight
        Scale: 1.40625, 1.40625
        Rotation: 0.7685476241340373
    - WaveInd2
        Scale: 3, 2

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -100
    - 150, 150, 255, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -100, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -100, multiply by 2
    3: RGB = ((150, 150, 255) * (tex #2 RGB)), then add (prev. RGB)
         A = 0
