FurPyudon_v
===========
  Textures:
    - FurPyudon_vBody

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 16, 0, 0, -69
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (16, 0, 0)
         A = (lerp from (tex #1 A) to 64 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



MtEye_v
=======
  Textures:
    - PyudonEye.2

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 0, 0, -154
    - 12, 16, 20, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (12, 16, 20) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -154, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -154, multiply by 2



MtNeedle_v
==========
  Textures:
    - PyudonNeedle
    - Hilight
        Offset: 0.537109375, 0
        Scale: 2.4365234375, 1.40625
        Rotation: 0.9091769157994324

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 48, 20, -77, -60
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (48, 20, -77)
         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)



MtPyudonBody_v
==============
  Textures:
    - PyudonBody
    - PyudonEnv2
        Offset: 0, 0.0830078125
        Scale: 1.11328125, 1.11328125

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 12, 0, 0, -98
    - 1023, 1023, 1023, 218

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (12, 0, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98, multiply by 4
    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) * (218, 218, 218)), then add (prev. RGB)
         A = (prev. A)
