ShellFishBodyUra_m1_v
=====================
  Textures:
    - aaa
        Center: -0.33203125, -0.0390625
        Scale: -1.07421875, -1.07421875
    - Env5
        Offset: 0, 1.3623046875
        Scale: 1.1572265625, 1.1572265625
    - Nois2
        Scale: 1.157230019569397, 10
        Rotation: 0.511093478194525

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 4, 4, 4, -102
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (4, 4, 4)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



ShellFishBody_m_v
=================
  Textures:
    - ShellFishBody
    - aaa
        Offset: 0, 1.3623046875
        Scale: 1.1572265625, 1.1572265625
    - sita
        Center: 0.2490234375, 0.0830078125
        Scale: -0.2490234375, -0.4150390625

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 4, 4, 4, -102
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (4, 4, 4)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



ShellFishTongue_m_v
===================
  Textures:
    - ShellFishTongue
    - costeks
        Scale: 0.205078125, 0.205078125
    - sita
        Offset: -0.6201171875, 0

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 28, 12, 20, -94
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (28, 12, 20)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -94, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -94, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



ShellFishBodyUra_m1_v(2)
========================
  Textures:
    - aaa
        Center: 0.8251953125, 0.1220703125
        Scale: -0.8251953125, -0.8251953125
    - Env5
        Offset: 0, 1.3623046875
        Scale: 1.1572265625, 1.1572265625
    - Nois2
        Scale: 1.1572265625, 10
        Rotation: 0.511093478194525

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 4, 4, 4, -102
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (4, 4, 4)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



ShellFishBody_m_v(2)
====================
  Textures:
    - ShellFishBody
    - aaa
        Offset: 0, 1.3623046875
        Scale: 1.1572265625, 1.1572265625
    - sita
        Center: 0.1220703125, 0.6201171875
        Scale: -0.576171875, -0.576171875
        Rotation: -0.6611835077974791

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 4, 4, 4, -102
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (4, 4, 4)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



ShellFishBody_m_v(3)
====================
  Textures:
    - ShellFishBody
    - aaa
        Offset: 0, 1.3623046875
        Scale: 1.1572265625, 1.1572265625
    - Nois2
        Scale: 0.2490234375, 0.2490234375

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 4, 4, 4, -102
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (4, 4, 4)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
