AddStonesAndGlasses:YoshiBoxBreakPlanet_a08:Plant01_v
=====================================================
  Textures:
    - SurfacePattern18Yokobe

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 27, 0, 11

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

  Color Registers:
    - 133, 101, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 27, 0) to (133, 101, 60) using (vertex RGB))
         A = (lerp from 11 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))



AddStonesAndGlasses:YoshiBoxBreakPlanet_a08:Stone01_v
=====================================================
  Textures:
    - RockPattern23Bright

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 0, 0, 20

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

  Color Registers:
    - 97, 101, 84, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 0, 0) to (97, 101, 84) using (vertex RGB))
         A = (lerp from 20 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))



ToyCubes:lambert2_v
===================
  Textures:
    - BlackBody
    - GlaSphereRefLight2
        Scale: 0.751953125, 0.751953125
    - Metal02
        Scale: 5, 5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 46, 32, 32, 255
    - 0, 187, 24, 255

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

  Color Registers:
    - 113, 238, 64, -130
    - 11, 13, 20, 368

  Steps:
    1: RGB = (lerp from (46, 32, 32) to (113, 238, 64) using (vertex RGB))
         A = (lerp from (tex #1 A) to 96 using (vertex A)), then add -130, multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = 0
    3: RGB = ((0, 187, 24) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (vertex A)



ToyCubes:lambert3_v
===================
  Textures:
    - BlackBody
    - GlaSphereRefLight2
        Scale: 0.751953125, 0.751953125
    - Metal02
        Scale: 5, 5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 18, 32, 32, 255
    - 0, 68, 255, 255

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

  Color Registers:
    - 4, -29, 186, -138
    - 11, 13, -21, 368

  Steps:
    1: RGB = (lerp from (18, 32, 32) to (4, -29, 186) using (vertex RGB))
         A = (lerp from (tex #1 A) to 96 using (vertex A)), then add -138, multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = 0
    3: RGB = ((0, 68, 255) * (tex #2 RGB)), then add (prev. RGB)
         A = (vertex A)



ToyCubes:lambert5_v
===================
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - MetalTwoLegs

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 0, 0, 0, -90
    - 1023, 1023, 1023, 255

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



ToyCubes:lambert6_v
===================
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 2, 2, 2, -114
    - 13, 0, 0, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (13, 0, 0) to (tex #1 RGB) using (vertex RGB)), then add (2, 2, 2), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -114, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -114, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert1_v
==========
  Textures:

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 102, 102, 102, 255
    - 102, 102, 102, 255

  Steps:
    1: RGB = (vertex RGB)
         A = (vertex A)



lambert3_v
==========
  Textures:
    - RockPattern09LightMip
        Offset: 1.2255859375, -0.0830078125
        Scale: 3, 3

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 70, 0, 0, 8

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

  Color Registers:
    - 145, 129, 105, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (70, 0, 0) to (145, 129, 105) using (vertex RGB))
         A = (lerp from 8 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))



lambert4_v
==========
  Textures:
    - RockPattern09LightMip
        Scale: 3, 3

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 52, 0, 0, 11

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

  Color Registers:
    - 198, 186, 145, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (52, 0, 0) to (198, 186, 145) using (vertex RGB))
         A = (lerp from 11 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))



lambert5_v
==========
  Textures:
    - LavaSunGreen
        Offset: 0, 0.37433329224586487
    - IndBendLavaSun
        Offset: 0.37433329224586487, -0.7486665844917297
    - MetalEnv
        Offset: 0.6201171875, 0.537109375
        Scale: 1.5283203125, 1.5283203125

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 95, 0, 0
    - 237, 179, 43, 255

  Material Colors:
    - 204, 204, 201, 255
    - 204, 204, 201, 255

  Color Registers:
    - 165, -25, 0, 255
    - 255, 218, 109, 255

  Steps:
    1: RGB = (lerp from (255, 95, 0) to (vertex RGB) using (tex #1 RGB)), then add (165, -25, 0), divide by 2
         A = 0
    2: RGB = ((255, 218, 109) * (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)
