Crack_v
=======
  Textures:
    - WaterBazookaCapsule

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -13, -13, -13, -69
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-13, -13, -13)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69



WBCapsuleFrame_Mat_v
====================
  Textures:
    - WaterBazookaCapsuleFrame
        Center: 1, 1
    - noise
        Center: 2, 2
        Scale: 1.3232421875, 2.3974609375
    - WaterBazookaCapsule_env
        Offset: -0.0830078125, -0.1220703125
        Scale: 0.537109375, 0.537109375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - -8, -8, -8, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-8, -8, -8)
         A = (tex #1 A), multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)



WBCapsule_Mat_v
===============
  Textures:
    - WaterBazookaCapsule_env
        Offset: 0, 0.0830078125
        Scale: 0.75, 0.75

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

  Color Registers:
    - 255, 255, 255, -25
    - 230, 230, 230, 255
    - 250, 250, 250, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0, then add -25
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (vertex A)), then add (prev. A)
    3: RGB = (lerp from (230, 230, 230) to (255, 255, 255) using (prev. RGB))
         A = (lerp from -25 to 0 using (vertex A)), then add (prev. A), multiply by 2



WBCapsuleFrame_Mat_v(2)
=======================
  Textures:
    - WaterBazookaCapsuleFrame
        Center: 1, 1
    - noise
        Center: 2, 2
        Scale: 1.3232421875, 2.3974609375
    - WaterBazookaCapsule_env
        Offset: -0.0830078125, -0.1220703125
        Scale: 0.537109375, 0.537109375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - -8, -8, -8, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-8, -8, -8)
         A = (tex #1 A), multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)



WBCapsule_Mat_v(2)
==================
  Textures:
    - WaterBazookaCapsule_env
        Offset: 0, 0.0830078125
        Scale: 0.75, 0.75

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

  Color Registers:
    - 255, 255, 255, -25
    - 230, 230, 230, 255
    - 250, 250, 250, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0, then add -25
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (vertex A)), then add (prev. A)
    3: RGB = (lerp from (230, 230, 230) to (255, 255, 255) using (prev. RGB))
         A = (lerp from -25 to 0 using (vertex A)), then add (prev. A), multiply by 2



WBCapsuleFrame_Mat_v(3)
=======================
  Textures:
    - WaterBazookaCapsuleFrame
        Center: 1, 1
    - noise
        Center: 2, 2
        Scale: 1.3232421875, 2.3974609375
    - WaterBazookaCapsule_env
        Offset: -0.0830078125, -0.1220703125
        Scale: 0.537109375, 0.537109375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - -8, -8, -8, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-8, -8, -8)
         A = (tex #1 A), multiply by 2
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = 0, then add (prev. A)



WBCapsule_Mat_v(3)
==================
  Textures:
    - WaterBazookaCapsule_env
        Offset: 0, 0.0830078125
        Scale: 0.75, 0.75

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

  Color Registers:
    - 255, 255, 255, -25
    - 230, 230, 230, 255
    - 250, 250, 250, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0, then add -25
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (vertex A)), then add (prev. A)
    3: RGB = (lerp from (230, 230, 230) to (255, 255, 255) using (prev. RGB))
         A = (lerp from -25 to 0 using (vertex A)), then add (prev. A), multiply by 2
