Carpet01_v
==========
  Textures:
    - GRLCarpet03
    - HightLight01_2
        Offset: 1.982421875, 1.77734375
        Scale: 5, 1
        Rotation: 0.6445204016235847

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 90
    - 230, 230, 255, 255

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

  Color Registers:
    - 36, 64, 182, 255
    - 0, -21, 0, 368

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB)), then add (36, 64, 182), subtract 127
         A = (lerp from 90 to 0 using (vertex A)), multiply by 2
    2: RGB = ((230, 230, 255) * (tex #2 RGB)), then add (prev. RGB)
         A = ((vertex A) * (tex #2 A))



Carpet02_v
==========
  Textures:
    - GRLCarpet03
        Offset: 3.017578125, 0.498046875
    - HightLight01_2
        Offset: 1.982421875, 1.77734375
        Scale: 5, 1
        Rotation: 0.6445204016235847

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 90
    - 230, 230, 255, 255

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

  Color Registers:
    - 36, 64, 182, 255
    - 0, -21, 0, 368

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB)), then add (36, 64, 182), subtract 127
         A = (lerp from 90 to 0 using (vertex A)), multiply by 2
    2: RGB = ((230, 230, 255) * (tex #2 RGB)), then add (prev. RGB)
         A = ((vertex A) * (tex #2 A))



Metal01_v
=========
  Textures:
    - BlackBody
    - Env4
        Offset: 0.27000001072883606, 0
        Scale: 2.8515625, 0.8251953125
        Rotation: 0.15280617694631793
    - 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)
