Carpet01_v
==========
  Textures:
    - CarpetPattern01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 47, 27, 27, 36

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 224, 220, 184, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (47, 27, 27) to (224, 220, 184) using (vertex RGB))
         A = (lerp from 36 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



Carpet02_v
==========
  Textures:
    - CarpetPattern02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 47, 27, 27, 36

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 224, 220, 184, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (47, 27, 27) to (224, 220, 184) using (vertex RGB))
         A = (lerp from 36 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



Cartain01_v
===========
  Textures:
    - Cartain01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 47, 27, 27, 36

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 208, 228, 200, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (47, 27, 27) to (208, 228, 200) using (vertex RGB))
         A = (lerp from 36 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



Cartain02_v
===========
  Textures:
    - Carpet00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 47, 27, 27, 36

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 208, 228, 200, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (47, 27, 27) to (208, 228, 200) using (vertex RGB))
         A = (lerp from 36 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



CartainKazari01_v
=================
  Textures:
    - CartainKazari01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 47, 27, 27, 36

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 208, 228, 200, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (47, 27, 27) to (208, 228, 200) using (vertex RGB))
         A = (lerp from 36 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



Metal01_v
=========
  Textures:
    - RefLight00
        Offset: 0.44921875, 0.3271484375
        Scale: -0.654296875, -0.654296875
    - MetalGold01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180
    - 158, 120, 50, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 140, 117, 50, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((140, 117, 50) * (vertex RGB))
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((158, 120, 50) * (tex #1 RGB)), then add (prev. RGB)
         A = ((vertex A) * (tex #1 A))



Metal02_v
=========
  Textures:
    - RefLight00
        Scale: 0.0390625, 0.0390625
    - MetalKazari01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180
    - 158, 120, 50, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 140, 117, 50, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((140, 117, 50) * (vertex RGB))
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((158, 120, 50) * (tex #1 RGB)), then add (prev. RGB)
         A = ((vertex A) * (tex #1 A))



Stone01_v
=========
  Textures:
    - Carpet00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 49, 49, 38, 36

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 224, 224, 224, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (49, 49, 38) to (224, 224, 224) using (vertex RGB))
         A = (lerp from 36 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



Stone02_v
=========
  Textures:
    - Carpet00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 47, 27, 27, 36

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 224, 220, 184, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (47, 27, 27) to (224, 220, 184) using (vertex RGB))
         A = (lerp from 36 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



Stone03_v
=========
  Textures:
    - RefLight00
        Offset: 0.205078125, 0
        Scale: 1.5185546875, 1.5185546875
    - WallKazari01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180
    - 158, 120, 50, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 140, 117, 50, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((140, 117, 50) * (vertex RGB))
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((158, 120, 50) * (tex #1 RGB)), then add (prev. RGB)
         A = ((vertex A) * (tex #1 A))



lambert57_v
===========
  Textures:
    - DotNoise

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 32, 32, 32, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((32, 32, 32) * (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



lambert57_v_x
=============
  Textures:
    - DotNoise

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 32, 32, 32, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((32, 32, 32) * (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))
