lambert10
=========
  Textures:
    - SwimCap

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - -5, -5, -5, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-5, -5, -5)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -89
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2



lambert12_v
===========
  Textures:
    - SwimCap
        Offset: 0.537109375, 0
        Scale: 0, 0.0830078125

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -94, -94, -94, -122
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-94, -94, -94)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -122, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -122, multiply by 2



lambert13_v
===========
  Textures:
    - SwimCap
        Offset: 0.2880859375, 0
        Scale: -0.0830078125, -0.0830078125
    - Env01
        Scale: 1.3232421875, 1.3232421875

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -25, -37, -37, -114
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-25, -37, -37)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -114, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -114, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
