BlackBack_v
===========
  Textures:
    - BlackBack

  Ambient Colors:
    - 100, 100, 100, 195

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0



MetalA01_v
==========
  Textures:
    - EnvSpace05
    - Ind_Metal04

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 1, 101, 255
    - 123, 58, 0, 255

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

  Color Registers:
    - 28, 32, 32, 190
    - 186, 149, 129, 262

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB))
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((123, 58, 0) * (prev. RGB)), then add (28, 32, 32)
         A = (vertex A)



WoodA01_v
=========
  Textures:
    - WoodA01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 70

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

  Color Registers:
    - 153, 121, 0, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 70 to 0 using (vertex A)), multiply by 2
    2: RGB = ((153, 121, 0) * (prev. RGB)), then add (prev. A)
         A = 0



WoodA02_v
=========
  Textures:
    - WoodB01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 70

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

  Color Registers:
    - 109, 68, 12, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 70 to 0 using (vertex A)), multiply by 2
    2: RGB = ((109, 68, 12) * (prev. RGB)), then add (prev. A)
         A = 0



WoodA03_v
=========
  Textures:
    - WoodA03

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 70

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

  Color Registers:
    - 210, 133, 101, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 70 to 0 using (vertex A)), multiply by 2
    2: RGB = ((210, 133, 101) * (prev. RGB)), then add (prev. A)
         A = 0



WoodB01_v
=========
  Textures:
    - WoodB01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 40

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

  Color Registers:
    - 153, 113, 20, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 40 to 0 using (vertex A)), multiply by 2
    2: RGB = ((153, 113, 20) * (prev. RGB)), then add (prev. A)
         A = 0



WoodB02_v
=========
  Textures:
    - WoodB02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 40

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

  Color Registers:
    - 141, 89, 4, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 40 to 0 using (vertex A)), multiply by 2
    2: RGB = ((141, 89, 4) * (prev. RGB)), then add (prev. A)
         A = 0



WoodB03_v
=========
  Textures:
    - WoodB03

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 70

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

  Color Registers:
    - 194, 161, 68, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 70 to 0 using (vertex A)), multiply by 2
    2: RGB = ((194, 161, 68) * (prev. RGB)), then add (prev. A)
         A = 0



WoodB04_v
=========
  Textures:
    - WoodB04

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 70

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

  Color Registers:
    - 202, 117, 8, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 70 to 0 using (vertex A)), multiply by 2
    2: RGB = ((202, 117, 8) * (prev. RGB)), then add (prev. A)
         A = 0
