EyeMat_v
========
  Textures:
    - TogepinEye.2
    - PinEnv02
        Scale: 1.611328125, 1.611328125

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 0, 0, -60
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



SignalLight_v_x
===============
  Textures:
    - SignalLight

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - -65, 16, 64, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-65, 16, 64)
         A = ((tex #1 A) * (vertex A))



SignalMat_v
===========
  Textures:
    - TogepinSignal
    - PinEnv01b

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - -89, -33, 28, -41
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-89, -33, 28)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -41, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -41, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



TogepinBodyMat_v
================
  Textures:
    - TogepinBody
    - PinEnv01

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - -9, -9, -9, -81
    - 173, 173, 173, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-9, -9, -9)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = (lerp from (tex #2 RGB) to (0, 0, 0) using (173, 173, 173)), then add (prev. RGB)
         A = (prev. A)
