Crack001_v
==========
  Textures:
    - Crack001

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 19, 13, 0, 255

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

  Steps:
    1: RGB = (lerp from (19, 13, 0) to (0, 0, 0) using (tex #1 RGB))
         A = ((tex #1 A) * (vertex A))



GravityDown01_v
===============
  Textures:
    - Wood04
        Rotation: 0.499984740745262
    - Arrow03
        Offset: -0.14000000059604645, -1.8683334589004517
        Scale: 0.30000001192092896, 0.30000001192092896

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 40, 215, 255, 255
    - 60, 126, 200, 255

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0
    2: RGB = ((prev. RGB) * (60, 126, 200))
         A = 0
    3: RGB = ((40, 215, 255) * (tex #2 RGB)), then add (prev. RGB)
         A = 0



GravityDown02_v
===============
  Textures:
    - Wood03
        Rotation: 0.499984740745262
    - Arrow03
        Offset: -0.14000000059604645, -1.8683334589004517
        Scale: 0.30000001192092896, 0.30000001192092896

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 40, 215, 255, 255
    - 68, 110, 193, 255

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0
    2: RGB = ((prev. RGB) * (68, 110, 193))
         A = 0
    3: RGB = ((40, 215, 255) * (tex #2 RGB)), then add (prev. RGB)
         A = 0



GravityDown03_v
===============
  Textures:
    - Wood02
        Rotation: 0.499984740745262
    - Arrow03
        Offset: -0.14000000059604645, -1.8683334589004517
        Scale: 0.30000001192092896, 0.30000001192092896

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 37, 215, 255, 255
    - 81, 129, 194, 255

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0
    2: RGB = ((prev. RGB) * (81, 129, 194))
         A = 0
    3: RGB = ((37, 215, 255) * (tex #2 RGB)), then add (prev. RGB)
         A = 0



GravityDownBorder_v
===================
  Textures:
    - Wood03
    - Arrow03
        Offset: -0.14000000059604645, -1.8683334589004517
        Scale: 0.30000001192092896, 0.30000001192092896

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 197, 243, 255, 255
    - 7, 202, 255, 255

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

  Color Registers:
    - 40, 40, 40, 255

  Steps:
    1: RGB = (lerp from (40, 40, 40) to (tex #1 RGB) using (vertex RGB))
         A = 0
    2: RGB = ((prev. RGB) * (7, 202, 255))
         A = 0
    3: RGB = ((197, 243, 255) * (tex #2 RGB)), then add (prev. RGB)
         A = 0



GravityLeft_v
=============
  Textures:
    - Wood01
        Rotation: 0.499984740745262
    - Arrow03
        Offset: -0.11999999731779099, -1.8683334589004517
        Scale: 0.30000001192092896, 0.30000001192092896
        Rotation: -0.500045777764214

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 238, 195, 255, 255
    - 161, 142, 207, 255

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0
    2: RGB = ((prev. RGB) * (161, 142, 207))
         A = 0
    3: RGB = ((238, 195, 255) * (tex #2 RGB)), then add (prev. RGB)
         A = 0



GravityRight_v
==============
  Textures:
    - Wood02
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0.3199999928474426, -1.8683334589004517
        Scale: 0.30000001192092896, 0.30000001192092896
        Rotation: 0.499984740745262

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 200, 255, 172, 255
    - 61, 146, 87, 255

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0
    2: RGB = ((prev. RGB) * (61, 146, 87))
         A = 0
    3: RGB = ((200, 255, 172) * (tex #2 RGB)), then add (prev. RGB)
         A = 0



GravityUp01_v
=============
  Textures:
    - Wood04
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.8683334589004517
        Scale: 0.30000001192092896, 0.30000001192092896
        Rotation: 1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 151, 151, 255
    - 187, 108, 128, 255

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0
    2: RGB = ((prev. RGB) * (187, 108, 128))
         A = 0
    3: RGB = ((255, 151, 151) * (tex #2 RGB)), then add (prev. RGB)
         A = 0



GravityUp02_v
=============
  Textures:
    - Wood03
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.8683334589004517
        Scale: 0.30000001192092896, 0.30000001192092896
        Rotation: 1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 151, 150, 255
    - 184, 91, 115, 255

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0
    2: RGB = ((prev. RGB) * (184, 91, 115))
         A = 0
    3: RGB = ((255, 151, 150) * (tex #2 RGB)), then add (prev. RGB)
         A = 0



GravityUp03_v
=============
  Textures:
    - Wood02
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.8683334589004517
        Scale: 0.30000001192092896, 0.30000001192092896
        Rotation: 1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 151, 151, 255
    - 198, 107, 114, 255

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0
    2: RGB = ((prev. RGB) * (198, 107, 114))
         A = 0
    3: RGB = ((255, 151, 151) * (tex #2 RGB)), then add (prev. RGB)
         A = 0



GravityUpBorder_v
=================
  Textures:
    - Wood03
    - Arrow03
        Offset: 0, -1.8683334589004517
        Scale: 0.30000001192092896, 0.30000001192092896
        Rotation: 1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 254, 243, 255
    - 255, 137, 154, 255

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

  Color Registers:
    - 40, 40, 40, 255

  Steps:
    1: RGB = (lerp from (40, 40, 40) to (tex #1 RGB) using (vertex RGB))
         A = 0
    2: RGB = ((prev. RGB) * (255, 137, 154))
         A = 0
    3: RGB = ((255, 254, 243) * (tex #2 RGB)), then add (prev. RGB)
         A = 0



Leaf01_v
========
  Textures:
    - Leaf01_64a

  Ambient Colors:
    - 100, 100, 100, 195

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

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



MoveFloorLine_v
===============
  Textures:
    - MoveLiftLine
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 208, 58, 255

  Material Colors:
    - 255, 252, 228, 255
    - 255, 252, 228, 255

  Color Registers:
    - 242, 125, 16, 255

  Steps:
    1: RGB = (lerp from (242, 125, 16) to (255, 208, 58) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = (vertex A)



Screw01_v
=========
  Textures:
    - screw01_64

  Ambient Colors:
    - 100, 100, 100, 195

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0



Wood00_v
========
  Textures:
    - Wood00

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 24, 24, 0, 255

  Steps:
    1: RGB = (lerp from (24, 24, 0) to (255, 255, 255) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = 0



Wood01_v
========
  Textures:
    - Wood03

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 212, 150, 255

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

  Color Registers:
    - 0, 4, 0, 255

  Steps:
    1: RGB = (lerp from (0, 4, 0) to (255, 212, 150) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = 0



Wood02_v
========
  Textures:
    - Wood02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 224, 162, 255

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

  Color Registers:
    - 121, 28, 0, 255

  Steps:
    1: RGB = (lerp from (121, 28, 0) to (255, 224, 162) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = 0



Wood03_v
========
  Textures:
    - Wood01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 74, 255, 42, 255

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

  Color Registers:
    - 32, 93, 0, 255

  Steps:
    1: RGB = (lerp from (32, 93, 0) to (74, 255, 42) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = 0



Wood04_v
========
  Textures:
    - Wood04

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 229, 196, 255

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

  Color Registers:
    - 165, 117, 68, 255

  Steps:
    1: RGB = (lerp from (165, 117, 68) to (255, 229, 196) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = 0



WoodLast01_v
============
  Textures:
    - Wood02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 151, 106, 70, 255

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

  Color Registers:
    - 4, 0, 0, 255

  Steps:
    1: RGB = (lerp from (4, 0, 0) to (151, 106, 70) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = 0
