Body_v
======
  Textures:
    - SyatiBody
    - Syati_env01
        Offset: 1.8994140625, 3.18359375
        Scale: 0.498046875, 0.498046875

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -25, -17, -9, -61
    - 0, 8, 20, 0
    - 1023, 1023, 1023, 222

  Steps:
    1: RGB = (lerp from (0, 8, 20) to (tex #1 RGB) using (vertex RGB)), then add (-25, -17, -9)
         A = (lerp from 222 to 32 using (vertex A)), then add -61
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -61, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



eye_v
=====
  Textures:
    - SyatiEye
    - Syati_env01
        Offset: -0.0830078125, 0.6591796875
        Scale: 0.9521484375, 0.9521484375

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -13, -13, -13, -60
    - 1023, 1023, 1023, 222

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-13, -13, -13)
         A = (lerp from 222 to 32 using (vertex A)), then add -60
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



tooth_v
=======
  Textures:
    - SyatiMouth

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 0, 0, 0, -89
    - 1023, 1023, 1023, 255

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



Body_v(2)
=========
  Textures:
    - SyatiBody
    - Syati_env01
        Offset: 1.8994140625, 3.18359375
        Scale: 0.498046875, 0.498046875

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -25, -17, -9, -61
    - 0, 8, 20, 0
    - 1023, 1023, 1023, 222

  Steps:
    1: RGB = (lerp from (0, 8, 20) to (tex #1 RGB) using (vertex RGB)), then add (-25, -17, -9)
         A = (lerp from 222 to 32 using (vertex A)), then add -61
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -61, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Body_v(3)
=========
  Textures:
    - SyatiBody
    - Syati_env01
        Offset: 1.8994140625, 3.18359375
        Scale: 0.498046875, 0.498046875

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -25, -17, -9, -61
    - 0, 8, 20, 0
    - 1023, 1023, 1023, 222

  Steps:
    1: RGB = (lerp from (0, 8, 20) to (tex #1 RGB) using (vertex RGB)), then add (-25, -17, -9)
         A = (lerp from 222 to 32 using (vertex A)), then add -61
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -61, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



eye_v(2)
========
  Textures:
    - SyatiEye
    - Syati_env01
        Offset: -0.0830078125, 0.6591796875
        Scale: 0.9521484375, 0.9521484375

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -13, -13, -13, -60
    - 1023, 1023, 1023, 222

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-13, -13, -13)
         A = (lerp from 222 to 32 using (vertex A)), then add -60
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Body_v(4)
=========
  Textures:
    - SyatiBody
    - Syati_env01
        Offset: 1.8994140625, 3.18359375
        Scale: 0.498046875, 0.498046875

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -25, -17, -9, -61
    - 0, 8, 20, 0
    - 1023, 1023, 1023, 222

  Steps:
    1: RGB = (lerp from (0, 8, 20) to (tex #1 RGB) using (vertex RGB)), then add (-25, -17, -9)
         A = (lerp from 222 to 32 using (vertex A)), then add -61
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -61, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
