LineCloudMat_v
==============
  Textures:
    - WldMap01LineCloud

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 244, 246, 255, 192

  Material Colors:
    - 204, 204, 204, 194
    - 204, 204, 204, 194

  Steps:
    1: RGB = (244, 246, 255)
         A = ((tex #1 A) * 192)



ModelCloudMat_v
===============
  Textures:
    - WldMap01Cloud01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 104, 167, 231, 114
    - 0, 98, 164, 255

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

  Color Registers:
    - 240, 248, 244, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB))
         A = (lerp from 114 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (104, 167, 231) to (240, 248, 244) using (prev. RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



PlanetCloudMat_v
================
  Textures:
    - WldMap01PlanetCloud
        Offset: 0.045500002801418304, 0

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 123, 209, 255, 255
    - 0, 0, 0, 255

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

  Color Registers:
    - 216, 240, 248, 255

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB))
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (123, 209, 255) to (216, 240, 248) using (prev. RGB))
         A = (prev. A)



PlanetMat2_v
============
  Textures:
    - WldMap01Planet02
        Offset: 0.19474999606609344, 0
        Scale: 1, 1.2999999523162842

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 77, 141, 186, 171

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

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

  Steps:
    1: RGB = (lerp from (77, 141, 186) to (255, 255, 255) using (vertex RGB)), subtract 127
         A = (lerp from 171 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))



PlanetMat_v
===========
  Textures:
    - WldMap01Planet01S3tc
        Offset: -0.2627499997615814, 0
        Scale: 1, 1.2999999523162842
    - WldMap01PlanetEnv
        Offset: -0.29296875, 0.29296875
        Scale: 1.1669921875, 1.1669921875

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 47, 108, 156, 184

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

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

  Steps:
    1: RGB = (lerp from (47, 108, 156) to (255, 255, 255) using (vertex RGB)), subtract 127
         A = (lerp from 184 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))
    3: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (prev. A)



UniverseMat_v
=============
  Textures:
    - WldMap01UniverseSky
        Offset: 0.1107499971985817, 0
        Scale: 0.75, 0.75

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 41, 0, 255

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

  Color Registers:
    - 260, 338, 521, 255

  Steps:
    1: RGB = (lerp from (0, 41, 0) to (tex #1 RGB) using (vertex RGB)), then add (260, 338, 521), divide by 2
         A = ((tex #1 A) * (vertex A))



XEnterLightMat_v
================
  Textures:
    - WldMap01EnterLight
    - WldMap01EnterLightNoise
        Offset: 0.5224999785423279, 1.0449999570846558
        Scale: 1, 0.20000000298023224

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 204, 204, 204, 179
    - 204, 204, 204, 179

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((prev. RGB) * (tex #2 RGB))
         A = (vertex A)
