Eye_Mat_v
=========
  Textures:
    - MogucchiShooterFace.4

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 121, -31, -131, -98
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (121, -31, -131)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -98, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



MogucchiShooterMet_Mat_v
========================
  Textures:
    - MogucchiShooterBody
    - MogucchiHilight
        Offset: 0, -0.0390625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 83, -46, -131, -98
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (83, -46, -131)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -98, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = ((tex #1 A) * (vertex A)), multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



MogucchiShooter_Mat_v
=====================
  Textures:
    - MogucchiShooterBody

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 64, -74, -126, -94
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (64, -74, -126)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -94, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -94, multiply by 2
