BigTree_v
=========
  Textures:
    - OpeningBigTree

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 255, 255, 255, 0
    - 4, 36, 64, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (4, 36, 64) to (prev. RGB) using (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Block00_v
=========
  Textures:
    - Block00bMip
    - Env_WaterA04_64
        Scale: 0.869140625, 0.869140625
    - Block00bMip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 114, 114, 114, 66
    - 132, 149, 149, 119
    - 140, 140, 140, 136
    - 145, 145, 145, 159

  Material Colors:
    - 204, 204, 204, 255
    - 204, 204, 204, 255

  Color Registers:
    - -41, -41, -41, -25
    - -187, -187, -150, 16

  Steps:
    1: RGB = (lerp from (-187, -187, -150) to (tex #1 RGB) using (vertex RGB)), then add (-41, -41, -41)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -25, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -25, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Block04_v
=========
  Textures:
    - Block04

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 20

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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



BlockBlue_v
===========
  Textures:
    - OpeningBlockA

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 62, 68, 74, 110

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

  Color Registers:
    - 198, 198, 198, -514
    - -130, 0, 125, 368

  Steps:
    1: RGB = (lerp from (62, 68, 74) to (198, 198, 198) using (vertex RGB))
         A = (lerp from 110 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



BlockKiwa_v
===========
  Textures:
    - Block_Kiwa

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 130

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

  Color Registers:
    - -45, -37, -57, -17
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((-45, -37, -57) * (vertex RGB))
         A = (lerp from 130 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



CloudValleyLawn_00_v
====================
  Textures:
    - LawnPattern03

  Ambient Colors:
    - 100, 100, 100, 195

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))



CloudValleyStone_02_v
=====================
  Textures:
    - RockPattern10Small
        Scale: 3, 3
        Rotation: 0.3888668477431562

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 34, 27, 0

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

  Color Registers:
    - 173, 169, 161, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 34, 27) to (173, 169, 161) using (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))



Lawn00_v
========
  Textures:
    - OpeningCloudShadowA
        Offset: 1.1713333129882812, 1.1713333129882812
        Center: -3.056640625, -9.8779296875
        Scale: 0.800000011920929, 0.800000011920929
        Rotation: 0.005554368724631489
    - OpeningMaskA
    - LawnPattern01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 27, 41, 33, 37
    - 0, 22, 12, 255

  Color Registers:
    - 70, 70, 70, -37

  Steps:
    1: RGB = ((tex #3 RGB) * (vertex RGB)), then add (27, 41, 33)
         A = (vertex A)
    2: RGB = -1 * (lerp from (70, 70, 70) to (0, 0, 0) using (tex #1 RGB)), then add (prev. RGB)
         A = (lerp from 37 to 0 using (vertex A)), multiply by 2
    3: RGB = (prev. RGB), then add (prev. A)
         A = 0, then add (prev. A)



Lawn01_v
========
  Textures:
    - OpeningCloudShadowA
        Offset: 1.0246667861938477, 1.0246667861938477
        Center: -3.056640625, -9.8779296875
        Scale: 0.800000011920929, 0.800000011920929
        Rotation: 0.005554368724631489
    - Bark05Small
    - LawnPattern01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 37
    - 0, 22, 12, 255

  Color Registers:
    - 50, 50, 50, -37

  Steps:
    1: RGB = ((tex #3 RGB) * (vertex RGB))
         A = (vertex A)
    2: RGB = -1 * (lerp from (50, 50, 50) to (0, 0, 0) using (tex #1 RGB)), then add (prev. RGB)
         A = (lerp from 37 to 0 using (vertex A)), multiply by 2
    3: RGB = (prev. RGB), then add (prev. A)
         A = 0, then add (prev. A)



Leaf03_v
========
  Textures:
    - OpeningBushA

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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



LeafMat1_v
==========
  Textures:
    - LawnPattern04Small
        Scale: 0.800000011920929, 0.800000011920929

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 20, 19, 107

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

  Color Registers:
    - 137, 149, 137, -272
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 20, 19) to (137, 149, 137) using (vertex RGB))
         A = (lerp from 107 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))



Mountain_Blue_v
===============
  Textures:
    - OpeningMountain_Blue

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 44, 77, 213

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

  Color Registers:
    - 255, 255, 255, 0
    - 4, 36, 64, 368

  Steps:
    1: RGB = (lerp from (0, 44, 77) to (255, 255, 255) using (vertex RGB))
         A = (lerp from 213 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (4, 36, 64) to (prev. RGB) using (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Mountain_Pink_v
===============
  Textures:
    - OpeningMountain_Pink

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 60, 0, 0, 183

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

  Color Registers:
    - -13, -25, -29, -122
    - 4, 36, 64, 368

  Steps:
    1: RGB = (lerp from (60, 0, 0) to (-13, -25, -29) using (vertex RGB))
         A = (lerp from 183 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (4, 36, 64) to (prev. RGB) using (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Mountain_v
==========
  Textures:
    - LawnPattern00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 255, 255, 255, 0
    - 4, 36, 64, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (4, 36, 64) to (prev. RGB) using (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



OpeningGrassA_v_x
=================
  Textures:
    - OpeningGrassLargeA

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 32

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 32 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



OpeningLeafB_v
==============
  Textures:
    - TreeLeafA

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 287, 186, 145, -324
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((287, 186, 145) * (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



OpeningShadowA
==============
  Textures:
    - OpeningShadowA

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 204, 204, 204, 255
    - 204, 204, 204, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))



OpeningTreeA_v
==============
  Textures:
    - OpeningTreeA

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 205, 168, 103, 205
    - 205, 168, 103, 205

  Color Registers:
    - 267, 267, 267, 404
    - 0, 0, 0, 368

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



OpeningWindow_v
===============
  Textures:
    - OpeningWindowA

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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



PoleTreeBLeaf_00_v
==================
  Textures:
    - B_daishizen_kusa7
        Offset: 0, -0.0390625
        Scale: 1, 0.699999988079071

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 30, 0, 130

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

  Color Registers:
    - -344, -328, -445, -385
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 30, 0) to (-344, -328, -445) using (tex #1 RGB))
         A = (lerp from 130 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (vertex RGB)), then add (prev. A)
         A = 0



Soil00_v
========
  Textures:
    - OpeningGroundA

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 80

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Wood_v
======
  Textures:
    - Bark05

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 45, 27, 78

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

  Color Registers:
    - 141, 141, 129, 16
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 45, 27) to (141, 141, 129) using (vertex RGB))
         A = (lerp from 78 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))



aa_Gaito_v
==========
  Textures:
    - Gaito00_a

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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



flowerleaf_v
============
  Textures:
    - puffleafSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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



mado_v
======
  Textures:
    - MadoSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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



parpleflower_v
==============
  Textures:
    - parplehanatabaSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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



whiteflower_v
=============
  Textures:
    - whitetabaSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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



yellowflower_v
==============
  Textures:
    - yellowhanatabaSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

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