ConstGravityDown01_v
====================
  Textures:
    - Wood04
        Rotation: 0.499984740745262
    - Arrow03
        Offset: 0, -1.565833330154419
        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, -1.565833330154419
        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, -1.565833330154419
        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, -1.565833330154419
        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, -1.565833330154419
        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, -1.565833330154419
        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, -1.565833330154419
        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, -1.565833330154419
        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



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, -0.12916666269302368
        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, -0.12916666269302368
        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, -0.12916666269302368
        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, -0.12916666269302368
        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, -0.12916666269302368
        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, -0.12916666269302368
        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, -0.12916666269302368
        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, -0.12916666269302368
        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



Stone01_v
=========
  Textures:
    - Wood04
        Scale: 0.576171875, 0.576171875

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 169, 114, 0, 255

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

  Color Registers:
    - 20, 4, 0, 255

  Steps:
    1: RGB = (lerp from (20, 4, 0) to (169, 114, 0) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. 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, 237, 225, 255

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

  Color Registers:
    - 137, 60, 52, 255

  Steps:
    1: RGB = (lerp from (137, 60, 52) to (255, 237, 225) 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:
    - 247, 177, 160, 255

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

  Color Registers:
    - 109, 97, 68, 255

  Steps:
    1: RGB = (lerp from (109, 97, 68) to (247, 177, 160) 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, 203, 168, 255

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

  Color Registers:
    - 206, 137, 133, 255

  Steps:
    1: RGB = (lerp from (206, 137, 133) to (255, 203, 168) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = 0



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

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 169, 89, 89, 255

  Steps:
    1: RGB = (lerp from (169, 89, 89) to (255, 255, 255) using (tex #1 RGB))
         A = 0
    2: RGB = ((vertex RGB) * (prev. RGB))
         A = 0
