FanFan:lambert3_v
=================
  Textures:
    - LavaMsk
        Offset: 0, 1.5
        Scale: 4.755859375, 7.6318359375
        Rotation: -0.44450209051789913
    - LavaFlow00
        Offset: -1.0491665601730347, 0
        Scale: 2.7587890625, 1.923828125
        Rotation: 0.022217474898525956
    - IndBendLava
        Offset: -0.8310006260871887, -0.8310006260871887
        Scale: 7.3095703125, 7.1240234375
        Rotation: 0.16666158024842068

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 121, 0, 0
    - 0, 0, 0, 255

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

  Color Registers:
    - 24, 12, 0, 255
    - 44, 12, 0, 255

  Steps:
    1: RGB = (lerp from (255, 121, 0) to (24, 12, 0) using (tex #1 RGB)), multiply by 2
         A = (tex #1 A)
    2: RGB = (lerp from (tex #2 RGB) to (prev. RGB) using (prev. A)), then add (44, 12, 0), divide by 2
         A = 0
    3: RGB = ((prev. RGB) * (vertex RGB)), multiply by 2
         A = 0, then add 255



WoodPanelOp:Wall04_v
====================
  Textures:
    - Grain01Gray
        Scale: 3.18359375, 1.81640625

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 10, 5, 0, 6

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

  Color Registers:
    - 149, 105, 36, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (10, 5, 0) to (149, 105, 36) using (vertex RGB))
         A = (lerp from 6 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))



WoodPanelOp:Wall05_v
====================
  Textures:
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 19, 0, 76

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

  Color Registers:
    - 64, 64, 64, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 19, 0) to (64, 64, 64) using (vertex RGB))
         A = (lerp from 76 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))



lambert10_v
===========
  Textures:
    - BlackBody
    - Env4
        Offset: 0, 0.517578125
        Scale: 0.869140625, 0.869140625
    - Metal02
        Scale: 0, 1.240234375
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -21, 1, 12, -118
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-21, 1, 12), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert11_v
===========
  Textures:
    - Grain01Gray
        Scale: 5, 5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 8, 9, 0, 28

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

  Color Registers:
    - 178, 101, 44, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (8, 9, 0) to (178, 101, 44) using (vertex RGB))
         A = (lerp from 28 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))



lambert11_v_x
=============
  Textures:
    - LavaFlow00
        Offset: 0, 0.6908333897590637
        Center: 0.498046875, 0.5
        Scale: 1.8310546875, 1
    - LavaFlow00
        Offset: 0, -0.1808333545923233
        Center: 0.4541015625, 0.5
        Scale: 0.302734375, 0.2099609375
    - IndBendLava
        Offset: 0.1260787546634674, 0
        Scale: 0.75, 0.75

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 180, 33, 0, 0
    - 255, 150, 0, 255

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

  Color Registers:
    - 214, 0, 4, 255
    - 376, 68, 255, 255

  Steps:
    1: RGB = ((180, 33, 0) * (tex #1 RGB)), multiply by 2
         A = 0
    2: RGB = (lerp from (214, 0, 4) to (prev. RGB) using (tex #2 RGB))
         A = (vertex A)
    3: RGB = ((vertex RGB) * (prev. RGB))
         A = (vertex A)



lambert13_v
===========
  Textures:
    - Grain01Gray
        Scale: 5, 5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 53, 32, 0, 28

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

  Color Registers:
    - 214, 80, 0, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (53, 32, 0) to (214, 80, 0) using (vertex RGB))
         A = (lerp from 28 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))



lambert20_v
===========
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02
        Scale: -0.0390625, 1.3232421875
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 0, 0, 0, -114
    - 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 -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)



lambert22_v
===========
  Textures:
    - BlackBody
    - Env4
        Offset: 0, -0.107421875
        Scale: 0.869140625, 0.869140625
    - Metal02
        Offset: 0, 0.166015625
        Scale: 0.166015625, 3.22265625
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -41, 0, -21, -126
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-41, 0, -21), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -126, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -126, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert23_v
===========
  Textures:
    - BlackBody
    - Env4
        Offset: 0, 0.5908203125
        Scale: 0.869140625, 0.869140625
    - Metal02
        Scale: 0, 1.240234375
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -5, -17, 0, -118
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-5, -17, 0), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert24_v
===========
  Textures:
    - BlackBody
    - Env4
        Offset: 0, 0.5908203125
        Scale: 0.869140625, 0.869140625
    - Metal02
        Scale: 0, 2.1923828125
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -5, -17, 0, -118
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-5, -17, 0), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert26_v
===========
  Textures:
    - CarpetPattern02aGreenJr
        Offset: 0.498046875, 0
        Scale: 2.0263671875, 9.794921875

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 10, 0, 27, 0

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

  Color Registers:
    - 121, 76, 157, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (10, 0, 27) to (121, 76, 157) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 4
         A = ((vertex A) * (tex #1 A))



lambert29
=========
  Textures:
    - Grid32

  Ambient Colors:
    - 128, 128, 128, 128

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

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



lambert29_v
===========
  Textures:
    - BlackBody
    - Env4
        Offset: 0, -0.1220703125
        Scale: 0.869140625, 0.869140625
    - Metal02
        Scale: -0.166015625, 0.9912109375
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 1

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

  Color Registers:
    - -2, 0, -5, -98
    - 10, 6, 7, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (10, 6, 7) to (tex #1 RGB) using (vertex RGB)), then add (-2, 0, -5), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert2_v
==========
  Textures:
    - Grain01Gray
        Scale: 2.646484375, 1.3232421875

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 21, 0, 9

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

  Color Registers:
    - 230, 149, 12, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 21, 0) to (230, 149, 12) using (vertex RGB))
         A = (lerp from 9 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))



lambert33_v
===========
  Textures:
    - Roof_00
        Scale: 0.5, 1

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 60

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

  Color Registers:
    - 190, 218, 250, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((190, 218, 250) * (vertex RGB))
         A = (lerp from 60 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))



lambert34
=========
  Textures:
    - Fire001
        Offset: 0.5, 0.5
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 95, 78, 38, 255
    - 95, 78, 38, 255

  Color Registers:
    - 473, 424, 404, 255
    - 190, 255, 255, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 2
         A = ((tex #1 A) * (vertex A))



lambert4_v
==========
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02
        Scale: -0.1220703125, 5.908203125
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -23, -7, 0, -118
    - 8, 6, 11, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (8, 6, 11) to (tex #1 RGB) using (vertex RGB)), then add (-23, -7, 0), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert5_v
==========
  Textures:
    - Grain01Gray
        Scale: 10, 7
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 23, 17, 0, 27

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

  Color Registers:
    - 97, 76, 32, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (23, 17, 0) to (97, 76, 32) using (vertex RGB))
         A = (lerp from 27 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))
