FlowerMat_v
===========
  Textures:
    - DharmaSamboFace

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -13, -13, -13, -81
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-13, -13, -13)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -81, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = ((tex #1 A) * (vertex A))



SamboMatBody_v
==============
  Textures:
    - DharmaSamboFace
    - Noise
        Scale: 2, 2

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 10, 10, 10, -102
    - 20, 8, 0, 0
    - 24, 0, 0, 255

  Steps:
    1: RGB = (lerp from (20, 8, 0) to (tex #1 RGB) using (vertex RGB)), then add (10, 10, 10)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102, multiply by 2
    2: RGB = ((tex #2 RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A))



SamboMatEye_v
=============
  Textures:
    - DharmaSamboFace

  Ambient Colors:
    - 64, 64, 64, 128

  Material Colors:
    - 207, 207, 207, 255
    - 207, 207, 207, 255

  Color Registers:
    - 20, 20, 20, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (20, 20, 20)
         A = ((tex #1 A) * (vertex A))



SamboMatFace_v
==============
  Textures:
    - DharmaSamboFace
    - Noise
        Scale: 2, 2

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 10, 10, 10, -102
    - 20, 4, 0, 0
    - 24, 0, 0, 255

  Steps:
    1: RGB = (lerp from (20, 4, 0) to (tex #1 RGB) using (vertex RGB)), then add (10, 10, 10)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102, multiply by 2
    2: RGB = ((tex #2 RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A))
    3: RGB = (0, 0, 0), then add (prev. RGB)
         A = ((tex #1 A) * (vertex A))
