Mat_Mat_v
=========
  Textures:
    - ElectricBazooka

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 5, -130
    - 801, 930, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (0, 0, 5)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -130, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -130, multiply by 2



WaterBazooka0_v
===============
  Textures:
    - SwingStop

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Color Registers:
    - -81, -81, -81, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))



WaterBazooka1_v
===============
  Textures:
    - ElectricBazooka
    - ElectricBazookaHilight1
        Offset: 2.7685546875, 3.1396484375
        Scale: 0.908203125, 0.908203125
        Rotation: 0.08331553086947234

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -81
    - 8, 8, 0, 0
    - 780, 780, 780, 255

  Steps:
    1: RGB = (lerp from (8, 8, 0) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WaterBazooka2_v
===============
  Textures:
    - ElectricBazooka
    - WaterBazookaHilight
        Offset: 0, 1.100000023841858
        Scale: -0.6000000238418579, -0.6000000238418579

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -130
    - 4, 4, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (4, 4, 4) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -130, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 0, then add (tex #1 A)
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
