Body_v
======
  Textures:
    - Tsukidashikun

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -110
    - 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 -110
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2



Body_v(2)
=========
  Textures:
    - Tsukidashikun

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -110
    - 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 -110
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2



Body_v(3)
=========
  Textures:
    - Tsukidashikun

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -110
    - 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 -110
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2



Body_v(4)
=========
  Textures:
    - Tsukidashikun

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -110
    - 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 -110
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2
