Body1_v
=======
  Textures:
    - NewRingbeamBody
    - NewSearchbeamEnv
        Offset: -0.4150390625, 0
        Scale: 1.77734375, 1.279296875
    - NewSearchbeam01Bump

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 11, -1, 0, -98
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (11, -1, 0)
         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
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Ray_v
=====
  Textures:

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 80, 56, 44, -89
    - 68, 4, 12, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (68, 4, 12) to (255, 255, 255) using (80, 56, 44)), then add (80, 56, 44), multiply by 2
         A = (lerp from (vertex A) to 64 using (vertex A)), then add -89, multiply by 2



lambert89_v
===========
  Textures:
    - NewRingbeamHead
    - NewSearchbeamEnv
        Offset: -0.2880859375, -0.0390625
        Scale: 2.1484375, 0.8251953125

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -15, -21, -21, -114
    - 28, 28, 28, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (28, 28, 28) to (tex #1 RGB) using (vertex RGB)), then add (-15, -21, -21)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -114, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -114, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert92_v
===========
  Textures:
    - NewRingbeamToge
    - NewRingbeamEnv
        Offset: 0.205078125, 1.07421875
        Scale: 0, 1.611328125

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -9, -9, -9, -49
    - 8, 8, 8, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (8, 8, 8) to (tex #1 RGB) using (vertex RGB)), then add (-9, -9, -9)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -49, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -49, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
