Body_v
======
  Textures:
    - SnakeHeadSmall

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -69
    - 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 -69
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -69, multiply by 2



Eye_v
=====
  Textures:
    - SnakeHeadSmall_Eye
    - SnakeHead_Env
        Scale: 0.908203125, 0.908203125

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -30, -30, -30, -60
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-30, -30, -30)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -60
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



tooth_v
=======
  Textures:
    - SnakeHeadSmall
    - SnakeHead_Env
        Offset: 0, -0.20000000298023224

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -60
    - 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 -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Eye_v(2)
========
  Textures:
    - SnakeHeadSmall_Eye
    - SnakeHead_Env
        Scale: 0.908203125, 0.908203125

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -30, -30, -30, -60
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-30, -30, -30)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -60
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
