rock_m_v
========
  Textures:
    - rock
        Rotation: 0.23972289193395793

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -65, -98, -98
    - 255, 240, 160, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (255, 240, 160) to (tex #1 RGB) using (vertex RGB)), then add (-27, -65, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



rock_m_v(2)
===========
  Textures:
    - rock
        Rotation: 0.23972289193395793

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -65, -98, -98
    - 255, 240, 160, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (255, 240, 160) to (tex #1 RGB) using (vertex RGB)), then add (-27, -65, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



rock_m_v(3)
===========
  Textures:
    - rock
        Rotation: 0.23972289193395793

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -65, -98, -98
    - 255, 240, 160, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (255, 240, 160) to (tex #1 RGB) using (vertex RGB)), then add (-27, -65, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



rock_m_v(4)
===========
  Textures:
    - rock
        Rotation: 0.23972289193395793

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -65, -98, -98
    - 255, 240, 160, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (255, 240, 160) to (tex #1 RGB) using (vertex RGB)), then add (-27, -65, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



rock_m_v(5)
===========
  Textures:
    - rock
        Rotation: 0.23972289193395793

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -65, -98, -98
    - 255, 240, 160, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (255, 240, 160) to (tex #1 RGB) using (vertex RGB)), then add (-27, -65, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



rock_m_v(6)
===========
  Textures:
    - rock
        Rotation: 0.23972289193395793

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -65, -98, -98
    - 255, 240, 160, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (255, 240, 160) to (tex #1 RGB) using (vertex RGB)), then add (-27, -65, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



rock_m_v(7)
===========
  Textures:
    - rock
        Rotation: 0.23972289193395793

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -65, -98, -98
    - 255, 240, 160, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (255, 240, 160) to (tex #1 RGB) using (vertex RGB)), then add (-27, -65, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



rock_m_v(8)
===========
  Textures:
    - rock
        Rotation: 0.23972289193395793

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -65, -98, -98
    - 255, 240, 160, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (255, 240, 160) to (tex #1 RGB) using (vertex RGB)), then add (-27, -65, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



rock_m_v(9)
===========
  Textures:
    - rock
        Rotation: 0.23972289193395793

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -65, -98, -98
    - 255, 240, 160, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (255, 240, 160) to (tex #1 RGB) using (vertex RGB)), then add (-27, -65, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



rock_m_v(10)
============
  Textures:
    - rock
        Rotation: 0.23972289193395793

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -65, -98, -98
    - 255, 240, 160, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (255, 240, 160) to (tex #1 RGB) using (vertex RGB)), then add (-27, -65, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2
