Black02_v
=========
  Textures:
    - MAPBlrick02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 9, 13, 35, 90

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

  Color Registers:
    - 169, 165, 141, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (9, 13, 35) to (169, 165, 141) using (vertex RGB))
         A = (lerp from 90 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), multiply by 2
         A = ((vertex A) * (tex #1 A))



Brick01_v
=========
  Textures:
    - MAPBlrick01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 90

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

  Color Registers:
    - 141, 222, 178, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((141, 222, 178) * (vertex RGB))
         A = (lerp from 90 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), multiply by 2
         A = ((vertex A) * (tex #1 A))



StoneA01_2_v
============
  Textures:
    - MAPBlock01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 45, 49, 49, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((45, 49, 49) * (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))



StoneA01_v
==========
  Textures:
    - MAPBlock01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 4, 6, 90

  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, 4, 6) to (255, 255, 255) using (vertex RGB))
         A = (lerp from 90 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))



StoneA02_2_v
============
  Textures:
    - MAPBlock02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 45, 49, 49, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((45, 49, 49) * (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))



StoneA02_v
==========
  Textures:
    - MAPBlock02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 29, 90

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

  Color Registers:
    - 214, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 0, 29) to (214, 255, 255) using (vertex RGB))
         A = (lerp from 90 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))



Z_Ice_v
=======
  Textures:
    - IceCrystal
        Offset: 0.4541015625, 0.576171875
        Scale: 0.498046875, 1.8994140625
    - MAPBlock02
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 57, 82, 95, 246
    - 129, 142, 155, 255

  Material Colors:
    - 55, 77, 92, 255
    - 55, 77, 92, 255

  Color Registers:
    - 97, 161, 157, 255
    - 48, 113, 149, 255

  Steps:
    1: RGB = (lerp from (57, 82, 95) to (97, 161, 157) using (tex #1 RGB))
         A = (tex #1 A)
    2: RGB = ((129, 142, 155) * (vertex RGB)), then add (prev. RGB)
         A = 0, then add 246
