HorinoBack_v
============
  Textures:
    - HorinoBody
    - HighLight
        Offset: 3.5999999046325684, 0
        Rotation: 0.499984740745262

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 0, 0, -60
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



HorinoBody_v
============
  Textures:
    - HorinoBody
    - WaterBazookaHilight
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 95, 70, -120, -69
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (95, 70, -120)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -69, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



HorinoDrill_v
=============
  Textures:
    - HorinoBody
    - HighLight
        Offset: 0.5, 0
        Scale: 0.75, 1
        Rotation: 0.499984740745262
    - HorinoBody

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 20, 20, 20, 0
    - 178, 178, 178, 0

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB)), then add (20, 20, 20)
         A = ((vertex A) * (tex #1 A))
    2: RGB = ((tex #3 RGB) * (178, 178, 178))
         A = (vertex A)
    3: RGB = (0, 0, 0), then add (prev. RGB), multiply by 2
         A = (vertex A)



HorinoEye_v
===========
  Textures:
    - HorinoEye.1
    - WaterBazookaHilight
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 0, 0, -69
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -69, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
