Base01_v
========
  Textures:
    - DotNoise
        Scale: 5, 3
    - Glow00
        Offset: -0.166015625, -0.4150390625
        Scale: 2.3974609375, 2.9736328125

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 3, 5, 3, 161
    - 80, 114, 89, 255

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

  Color Registers:
    - -183, -94, -199, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB)), then add (-183, -94, -199)
         A = (lerp from 161 to 0 using (vertex A)), multiply by 2
    2: RGB = ((80, 114, 89) * (tex #2 RGB)), then add (prev. RGB)
         A = ((vertex A) * (tex #2 A))



Base02_v
========
  Textures:
    - DotNoise
        Scale: 5, 3
    - Glow00
        Offset: -0.166015625, -0.4150390625
        Scale: 2.3974609375, 2.9736328125

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 3, 5, 3, 161
    - 100, 100, 90, 255

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

  Color Registers:
    - -21, -21, -37, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB)), then add (-21, -21, -37)
         A = (lerp from 161 to 0 using (vertex A)), multiply by 2
    2: RGB = ((100, 100, 90) * (tex #2 RGB)), then add (prev. RGB)
         A = ((vertex A) * (tex #2 A))



Gate01_2_v
==========
  Textures:
    - DotNoise

  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, 0, 0, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((255, 0, 0) * (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))



Gate01_v
========
  Textures:
    - DotNoise

  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, 235, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((255, 255, 235) * (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))



Guide01_v
=========
  Textures:
    - GRLGuide01

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 194, 194, 194, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((194, 194, 194) * (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))



Guide02_v
=========
  Textures:
    - DotNoise
        Scale: 5, 3
    - Glow00
        Offset: -0.166015625, -0.4150390625
        Scale: 2.3974609375, 2.9736328125

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 3, 5, 3, 161
    - 80, 114, 89, 255

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

  Color Registers:
    - -21, -21, -37, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB)), then add (-21, -21, -37)
         A = (lerp from 161 to 0 using (vertex A)), multiply by 2
    2: RGB = ((80, 114, 89) * (tex #2 RGB)), then add (prev. RGB)
         A = ((vertex A) * (tex #2 A))



MagmaMonsterGalaxyMetal_00_v
============================
  Textures:
    - Glow00
    - Metal00
        Scale: 3, 3
    - SunEnv00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 117, 117, 117, 190
    - 129, 129, 129, 262

  Steps:
    1: RGB = (lerp from (117, 117, 117) to (129, 129, 129) using (tex #1 RGB)), then add (vertex RGB), subtract 127
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



Metal01_v
=========
  Textures:
    - BlackBody
    - Env4
        Offset: -0.205078125, 0.0390625
        Scale: 1.11328125, 1.11328125
        Rotation: 0.1445051423688467
    - Metal02

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - -9, -9, -9, -90
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-9, -9, -9), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -90, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Metal02_v
=========
  Textures:
    - BlackBody
    - Env4
        Offset: -0.205078125, 0.0390625
        Scale: 1.11328125, 1.11328125
        Rotation: 0.1445051423688467
    - Metal02

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - -9, -9, -9, -90
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-9, -9, -9), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -90, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Wood01_v
========
  Textures:
    - BoardPattern01
    - HightLight01_2
        Offset: -0.0390625, -0.4541015625
        Scale: 0.4150390625, 3.22265625
        Rotation: 0.17331461531418804
    - BoardPattern01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 102

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

  Color Registers:
    - 28, 28, 28, 44
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB)), then add (28, 28, 28)
         A = (lerp from 102 to 0 using (vertex A)), multiply by 2
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = ((vertex A) * (tex #2 A))



Wood2_v
=======
  Textures:
    - DotNoise
        Offset: 2.314453125, 2.8515625

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 80, 100, 100, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((80, 100, 100) * (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))
