FanFan:lambert3_v
=================
  Textures:
    - Lava00
        Offset: 0, 0.8999999165534973
        Center: 0.498046875, 0.5
        Scale: 1.8310546875, 1
    - Lava00
        Offset: 0, -0.43933331966400146
        Center: 0.4541015625, 0.5
        Scale: 0.302734375, 0.2099609375
    - IndBendLavaSun
        Offset: 0.8166329264640808, 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:
    - 16, 8, 4, 255
    - 255, 68, 255, 255

  Steps:
    1: RGB = ((180, 33, 0) * (tex #1 RGB)), multiply by 2
         A = 0
    2: RGB = (lerp from (16, 8, 4) to (prev. RGB) using (tex #2 RGB))
         A = (vertex A)
    3: RGB = ((vertex RGB) * (prev. RGB))
         A = (vertex A)



lambert10_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:
    - -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)



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, 1.240234375
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 0, 4, 4, -118
    - 4, 4, 4, 204
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (4, 4, 4) to (tex #1 RGB) using (vertex RGB)), then add (0, 4, 4), 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))



lambert3_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:
    - -10, -10, -10, -118
    - 16, 14, 12, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (16, 14, 12) to (tex #1 RGB) using (vertex RGB)), then add (-10, -10, -10), 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)



lambert4_v
==========
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02
        Scale: -0.1220703125, 1.1962890625
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -11, -11, -11, -118
    - 8, 12, 11, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (8, 12, 11) to (tex #1 RGB) using (vertex RGB)), then add (-11, -11, -11), 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)
