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))



Base03_v
========
  Textures:
    - DotNoise
        Scale: 5, 3
    - Glow00
        Offset: 1.982421875, 1.07421875
        Scale: 1.4892578125, 1.6943359375
        Rotation: 0.29734183782464063

  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))



Gate02_v
========
  Textures:
    - GRLGate02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 35, 180

  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 (0, 0, 35) to (255, 255, 255) using (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), multiply by 2
         A = ((vertex A) * (tex #1 A))



Gate03_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:
    - 24, 24, 24, -90
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (24, 24, 24), 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)



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)



Ornament_v
==========
  Textures:
    - Ornament00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 50

  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 50 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))



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))



Gate03_v(2)
===========
  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:
    - 24, 24, 24, -90
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (24, 24, 24), 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)



Ornament_v(2)
=============
  Textures:
    - Ornament00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 50

  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 50 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))



Gate03_v(3)
===========
  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:
    - 24, 24, 24, -90
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (24, 24, 24), 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)



Ornament_v(3)
=============
  Textures:
    - Ornament00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 50

  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 50 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))



Gate03_v(4)
===========
  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:
    - 24, 24, 24, -90
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (24, 24, 24), 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)



Ornament_v(4)
=============
  Textures:
    - Ornament00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 50

  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 50 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))



MagmaMonsterGalaxyMetal_00_v(2)
===============================
  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)



Guide02_v(2)
============
  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))



Guide02_v(3)
============
  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))



Guide02_v(4)
============
  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))



Guide02_v(5)
============
  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))



Guide02_v(6)
============
  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))



Guide02_v(7)
============
  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))



Guide02_v(8)
============
  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))



Guide02_v(9)
============
  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))



Guide02_v(10)
=============
  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))



Guide02_v(11)
=============
  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))



Guide02_v(12)
=============
  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))



Guide02_v(13)
=============
  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))



Guide02_v(14)
=============
  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))



Guide02_v(15)
=============
  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))



Guide02_v(16)
=============
  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))



Guide02_v(17)
=============
  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))



Guide02_v(18)
=============
  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))



Guide02_v(19)
=============
  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))



Guide02_v(20)
=============
  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))



Guide02_v(21)
=============
  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))



Guide02_v(22)
=============
  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))



Guide02_v(23)
=============
  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))



Guide02_v(24)
=============
  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))



Guide02_v(25)
=============
  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))



Guide02_v(26)
=============
  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))



Guide02_v(27)
=============
  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))



Guide02_v(28)
=============
  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))



Guide02_v(29)
=============
  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))



Guide02_v(30)
=============
  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))



Guide02_v(31)
=============
  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))



Guide02_v(32)
=============
  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))



Guide02_v(33)
=============
  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))



Guide02_v(34)
=============
  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))



Guide02_v(35)
=============
  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))



Guide02_v(36)
=============
  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))



Guide02_v(37)
=============
  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))



Guide02_v(38)
=============
  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))



Guide02_v(39)
=============
  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))



Guide02_v(40)
=============
  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))



Guide02_v(41)
=============
  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))



Guide02_v(42)
=============
  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))



Guide02_v(43)
=============
  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))



Guide02_v(44)
=============
  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))



Guide02_v(45)
=============
  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))



Guide02_v(46)
=============
  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))



Guide02_v(47)
=============
  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))



Guide02_v(48)
=============
  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))



Guide02_v(49)
=============
  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))



Guide02_v(50)
=============
  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))



Guide02_v(51)
=============
  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))



Guide02_v(52)
=============
  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))



Guide02_v(53)
=============
  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))



Guide02_v(54)
=============
  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))



Guide02_v(55)
=============
  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))



Guide02_v(56)
=============
  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))



Guide02_v(57)
=============
  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))



Guide02_v(58)
=============
  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))



Guide02_v(59)
=============
  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))



Guide02_v(60)
=============
  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))



Guide02_v(61)
=============
  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))



Guide02_v(62)
=============
  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))



Guide02_v(63)
=============
  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))



Guide02_v(64)
=============
  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))



Guide02_v(65)
=============
  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))



Guide02_v(66)
=============
  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))



Guide02_v(67)
=============
  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))



Guide02_v(68)
=============
  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))



Guide02_v(69)
=============
  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))



Gate03_v(5)
===========
  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:
    - 24, 24, 24, -90
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (24, 24, 24), 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)



Guide02_v(70)
=============
  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))



Guide02_v(71)
=============
  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))



Base01_v(2)
===========
  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(2)
===========
  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))



Base01_v(3)
===========
  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(3)
===========
  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))



Base01_v(4)
===========
  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(4)
===========
  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))



Base03_v(2)
===========
  Textures:
    - DotNoise
        Scale: 5, 3
    - Glow00
        Offset: 1.982421875, 1.07421875
        Scale: 1.4892578125, 1.6943359375
        Rotation: 0.29734183782464063

  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))



MagmaMonsterGalaxyMetal_00_v(3)
===============================
  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)



MagmaMonsterGalaxyMetal_00_v(4)
===============================
  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)



MagmaMonsterGalaxyMetal_00_v(5)
===============================
  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)



Base03_v(3)
===========
  Textures:
    - DotNoise
        Scale: 5, 3
    - Glow00
        Offset: 1.982421875, 1.07421875
        Scale: 1.4892578125, 1.6943359375
        Rotation: 0.29734183782464063

  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))



MagmaMonsterGalaxyMetal_00_v(6)
===============================
  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)



Base03_v(4)
===========
  Textures:
    - DotNoise
        Scale: 5, 3
    - Glow00
        Offset: 1.982421875, 1.07421875
        Scale: 1.4892578125, 1.6943359375
        Rotation: 0.29734183782464063

  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))



Base01_v(5)
===========
  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(5)
===========
  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))



Base01_v(6)
===========
  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(6)
===========
  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))



Base01_v(7)
===========
  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(7)
===========
  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))
