Brick01_v
=========
  Textures:
    - WallPattern12

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 0, 0, 0, 255

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



ConstGravityDown01_v
====================
  Textures:
    - Wood04
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.5883333683013916
        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



ConstGravityDown02_v
====================
  Textures:
    - Wood03
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.5883333683013916
        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



ConstGravityDown03_v
====================
  Textures:
    - Wood02
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.5883333683013916
        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



ConstGravityDownBorder_v
========================
  Textures:
    - Wood03
    - Arrow03
        Offset: 0, -1.5883333683013916
        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



ConstGravityUp01_v
==================
  Textures:
    - Wood04
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.5883333683013916
        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



ConstGravityUp02_v
==================
  Textures:
    - Wood03
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.5883333683013916
        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



ConstGravityUp03_v
==================
  Textures:
    - Wood02
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.5883333683013916
        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



ConstGravityUpBorder_v
======================
  Textures:
    - Wood03
    - Arrow03
        Offset: 0, -1.5883333683013916
        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



GravityDown01_v
===============
  Textures:
    - Wood04
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.5883333683013916
        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, -1.5883333683013916
        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, -1.5883333683013916
        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, -1.5883333683013916
        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



GravityUp01_v
=============
  Textures:
    - Wood04
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.5883333683013916
        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, -1.5883333683013916
        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, -1.5883333683013916
        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, -1.5883333683013916
        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



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



Soil01_v
========
  Textures:
    - LawnPattern03

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0, multiply by 2



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, 203, 157, 255

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

  Color Registers:
    - 64, 40, 0, 255

  Steps:
    1: RGB = (lerp from (64, 40, 0) to (255, 203, 157) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = 0



Wood02_v
========
  Textures:
    - Wood02
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 198, 153, 255

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

  Color Registers:
    - 133, 64, 0, 255

  Steps:
    1: RGB = (lerp from (133, 64, 0) to (255, 198, 153) 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:
    - 255, 231, 203, 255

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

  Color Registers:
    - 153, 72, 0, 255

  Steps:
    1: RGB = (lerp from (153, 72, 0) to (255, 231, 203) 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:
    - 212, 163, 124, 255

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

  Color Registers:
    - 64, 44, 12, 255

  Steps:
    1: RGB = (lerp from (64, 44, 12) to (212, 163, 124) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = 0
