BlueIronMat_v
=============
  Textures:
    - Glow
        Scale: 0.6201171875, 0.6201171875
    - MetalTwoLegs
        Scale: 3, 3
    - SunEnvTwoLegs

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

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

  Color Registers:
    - 141, 186, 194, 190
    - 89, 97, 97, 262

  Steps:
    1: RGB = (lerp from (141, 186, 194) to (89, 97, 97) using (tex #1 RGB)), then add (vertex RGB), subtract 127
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



BoltMat_v
=========
  Textures:
    - RustTwoLegs
        Offset: 0.6591796875, 0
        Scale: 2.0263671875, 0.2880859375
    - MetalTwoLegs
        Scale: 3.2666015625, 3.2666015625
    - EnvMap01
        Offset: 1.07421875, 0.205078125
        Center: 2.2705078125, 1.03515625
        Scale: 1.03515625, 1.03515625
        Rotation: 0.01217688528092288

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

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

  Color Registers:
    - 0, 0, 0, 255
    - -37, -17, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-37, -17, 0), multiply by 2
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)



BrownIronMat_v
==============
  Textures:
    - BrownIron
        Offset: 0.6591796875, 0
        Scale: 0.7200000286102295, 1.240234375
    - RustBump00
    - EnvMap01
        Offset: 1.07421875, 0.205078125
        Center: 2.2705078125, 1.03515625
        Scale: 1.03515625, 1.03515625
        Rotation: 0.01217688528092288

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

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

  Color Registers:
    - 0, 0, 0, 255
    - -9, -21, -49, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-9, -21, -49)
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (vertex A)



BrownIronTopMat_v
=================
  Textures:
    - BrownIron
    - BrownIron
        Offset: 1.07421875, 0.205078125
        Center: 2.2705078125, 1.03515625
        Scale: 0.908203125, 0.908203125
    - EnvMap01

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

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

  Color Registers:
    - 0, 0, 0, 255
    - -9, -33, -53, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-9, -33, -53)
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (vertex A)



DarkBlueIronMat_v
=================
  Textures:
    - Rust00
        Offset: 0.6591796875, 0
        Scale: 1.7333984375, 1.7333984375
    - RustBump00
        Scale: 2.7685546875, 2.7685546875
    - EnvMap01
        Offset: 1.07421875, 0.205078125
        Center: 2.2705078125, 1.03515625
        Scale: 1.03515625, 1.03515625
        Rotation: 0.01217688528092288

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

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

  Color Registers:
    - 0, 0, 0, 255
    - -110, -49, 20, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-110, -49, 20)
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)



EtcMat_v
========
  Textures:
    - IronParts

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 196, 196, 196, 255
    - 196, 196, 196, 255

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



EyeBaseMat_v
============
  Textures:
    - EyeBase

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 125, -187, -207, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (125, -187, -207), subtract 127, multiply by 2
         A = ((tex #1 A) * (vertex A))



EyeGlassMat_v
=============
  Textures:
    - WaterBazookaCapsule_env
        Offset: 0, 0.0830078125
        Scale: 0.8251953125, 0.8251953125

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

  Color Registers:
    - -25, -25, -25, -21
    - 242, 242, 242, 255
    - 250, 250, 250, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0, then add -21, multiply by 2
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (vertex A)), then add (prev. A)
    3: RGB = (lerp from (242, 242, 242) to (vertex RGB) using (prev. RGB))
         A = (lerp from -21 to 0 using (vertex A)), then add (prev. A), multiply by 2



EyeLightMat_v_x
===============
  Textures:
    - EyeBase

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 89, -5, -41, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (89, -5, -41), multiply by 4
         A = ((tex #1 A) * (vertex A))



GrayIronMat_v
=============
  Textures:
    - RustTwoLegs
        Offset: 0.6591796875, 0
        Scale: 2.0263671875, 2.0263671875
    - MetalTwoLegs
        Scale: 3.2666015625, 3.2666015625
    - EnvMap01
        Offset: 1.07421875, 0.205078125
        Center: 2.2705078125, 1.03515625
        Scale: 1.03515625, 1.03515625
        Rotation: 0.01217688528092288

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

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

  Color Registers:
    - 40, 36, 8, 255
    - -69, -33, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-69, -33, 0)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (40, 36, 8) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)



NoEnvMat_v
==========
  Textures:
    - Net
        Scale: 0.7421875, 0.7421875

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -25, -25, -25, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-25, -25, -25), multiply by 2
         A = ((tex #1 A) * (vertex A))



OrangeIron_v
============
  Textures:
    - Glow
        Scale: 0.6201171875, 0.6201171875
    - MetalTwoLegs
        Scale: 3, 3
    - SunEnvTwoLegs

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

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

  Color Registers:
    - 214, 173, 153, 190
    - 89, 76, 68, 262

  Steps:
    1: RGB = (lerp from (214, 173, 153) to (89, 76, 68) using (tex #1 RGB)), then add (vertex RGB), subtract 127
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



RubberMat_v
===========
  Textures:
    - Rubber
    - Hilight
        Scale: 0.498046875, 0.498046875

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -49, -49, -49, -53
    - 48, 52, 32, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (48, 52, 32) to (tex #1 RGB) using (vertex RGB)), then add (-49, -49, -49)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -53, multiply by 2
    2: RGB = ((48, 52, 32) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -53, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



StarCapsuleBreakMat_v
=====================
  Textures:
    - Glow
        Scale: -5.0390625, -5.0390625
    - Hilight

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 97, 97, 97, -61
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (97, 97, 97)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -61, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -61, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



StarCapsuleFrameMat_v
=====================
  Textures:
    - Rust00
        Offset: 0.6591796875, 0
        Scale: 1.3232421875, 1.3232421875
    - RustBump00
        Scale: 3.017578125, 3.017578125
    - HighLight
        Center: 2.2705078125, 1.03515625
        Scale: 1.3623046875, 1.3623046875

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

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

  Color Registers:
    - 0, 0, 0, 255
    - -25, -21, -17, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-25, -21, -17)
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)



StarCapsuleMat_v
================
  Textures:
    - WaterBazookaCapsule_env
        Scale: 0.537109375, 0.537109375
        Rotation: -0.706595049897763

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

  Color Registers:
    - 255, 255, 255, -25
    - 230, 230, 230, 255
    - 250, 250, 250, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0, then add -25, multiply by 2
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (vertex A)), then add (prev. A)
    3: RGB = (lerp from (230, 230, 230) to (255, 255, 255) using (prev. RGB))
         A = (lerp from -25 to 0 using (vertex A)), then add (prev. A), multiply by 2



TwoLegsBulletBody_v
===================
  Textures:
    - MagunamKillerBody
    - WaterBazookaHilight
        Scale: 1.1572265625, 1.1572265625

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 97, 56, -130, -60
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (97, 56, -130)
         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)



TwoLegsBulletMat_v
==================
  Textures:
    - Drill
        Offset: 1, 1

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 0, 0, 0, -57
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -57, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -57, multiply by 2



EtcMat_v(2)
===========
  Textures:
    - IronParts

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 196, 196, 196, 255
    - 196, 196, 196, 255

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



EtcMat_v(3)
===========
  Textures:
    - IronParts

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 196, 196, 196, 255
    - 196, 196, 196, 255

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



EtcMat_v(4)
===========
  Textures:
    - IronParts

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 196, 196, 196, 255
    - 196, 196, 196, 255

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



EtcMat_v(5)
===========
  Textures:
    - IronParts

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 196, 196, 196, 255
    - 196, 196, 196, 255

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



EyeBaseMat_v(2)
===============
  Textures:
    - EyeBase

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 125, -187, -207, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (125, -187, -207), subtract 127, multiply by 2
         A = ((tex #1 A) * (vertex A))



EyeBaseMat_v(3)
===============
  Textures:
    - EyeBase

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 125, -187, -207, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (125, -187, -207), subtract 127, multiply by 2
         A = ((tex #1 A) * (vertex A))



EyeBaseMat_v(4)
===============
  Textures:
    - EyeBase

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 125, -187, -207, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (125, -187, -207), subtract 127, multiply by 2
         A = ((tex #1 A) * (vertex A))



EyeBaseMat_v(5)
===============
  Textures:
    - EyeBase

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 125, -187, -207, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (125, -187, -207), subtract 127, multiply by 2
         A = ((tex #1 A) * (vertex A))



StarCapsuleBreakMat_v(2)
========================
  Textures:
    - Glow
        Scale: -5.0390625, -5.0390625
    - Hilight

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 97, 97, 97, -61
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (97, 97, 97)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -61, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -61, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



StarCapsuleBreakMat_v(3)
========================
  Textures:
    - Glow
        Scale: -5.0390625, -5.0390625
    - Hilight

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 97, 97, 97, -61
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (97, 97, 97)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -61, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -61, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



StarCapsuleFrameMat_v(2)
========================
  Textures:
    - Rust00
        Offset: 0.6591796875, 0
        Scale: 1.3232421875, 1.3232421875
    - RustBump00
        Scale: 3.017578125, 3.017578125
    - HighLight
        Center: 2.2705078125, 1.03515625
        Scale: 1.3623046875, 1.3623046875

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

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

  Color Registers:
    - 0, 0, 0, 255
    - -25, -21, -17, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-25, -21, -17)
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)



StarCapsuleFrameMat_v(3)
========================
  Textures:
    - Rust00
        Offset: 0.6591796875, 0
        Scale: 1.3232421875, 1.3232421875
    - RustBump00
        Scale: 3.017578125, 3.017578125
    - HighLight
        Center: 2.2705078125, 1.03515625
        Scale: 1.3623046875, 1.3623046875

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

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

  Color Registers:
    - 0, 0, 0, 255
    - -25, -21, -17, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-25, -21, -17)
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)



StarCapsuleFrameMat_v(4)
========================
  Textures:
    - Rust00
        Offset: 0.6591796875, 0
        Scale: 1.3232421875, 1.3232421875
    - RustBump00
        Scale: 3.017578125, 3.017578125
    - HighLight
        Center: 2.2705078125, 1.03515625
        Scale: 1.3623046875, 1.3623046875

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 87, 94, 96, 255

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

  Color Registers:
    - 0, 0, 0, 255
    - -25, -21, -17, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-25, -21, -17)
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)



StarCapsuleMat_v(2)
===================
  Textures:
    - WaterBazookaCapsule_env
        Scale: 0.537109375, 0.537109375
        Rotation: -0.706595049897763

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

  Color Registers:
    - 255, 255, 255, -25
    - 230, 230, 230, 255
    - 250, 250, 250, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0, then add -25, multiply by 2
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (vertex A)), then add (prev. A)
    3: RGB = (lerp from (230, 230, 230) to (255, 255, 255) using (prev. RGB))
         A = (lerp from -25 to 0 using (vertex A)), then add (prev. A), multiply by 2



StarCapsuleMat_v(3)
===================
  Textures:
    - WaterBazookaCapsule_env
        Scale: 0.537109375, 0.537109375
        Rotation: -0.706595049897763

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

  Color Registers:
    - 255, 255, 255, -25
    - 230, 230, 230, 255
    - 250, 250, 250, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0, then add -25, multiply by 2
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (vertex A)), then add (prev. A)
    3: RGB = (lerp from (230, 230, 230) to (255, 255, 255) using (prev. RGB))
         A = (lerp from -25 to 0 using (vertex A)), then add (prev. A), multiply by 2



StarCapsuleMat_v(4)
===================
  Textures:
    - WaterBazookaCapsule_env
        Scale: 0.537109375, 0.537109375
        Rotation: -0.706595049897763

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

  Color Registers:
    - 255, 255, 255, -25
    - 230, 230, 230, 255
    - 250, 250, 250, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0, then add -25, multiply by 2
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (vertex A)), then add (prev. A)
    3: RGB = (lerp from (230, 230, 230) to (255, 255, 255) using (prev. RGB))
         A = (lerp from -25 to 0 using (vertex A)), then add (prev. A), multiply by 2
