BossBussunBodyHardMt_v
======================
  Textures:
    - BussunBodyHard
    - Hilight
        Scale: 1.6943359375, 1.6943359375
    - BussunBodyHardEnv

  Ambient Colors:
    - 100, 100, 100, 128

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

  Color Registers:
    - -13, 8, -13, -109
    - 24, 0, 0, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (24, 0, 0) to (tex #1 RGB) using (vertex RGB)), then add (-13, 8, -13)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -109, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -109, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



BossBussunBodyMt_v
==================
  Textures:
    - BossBussunBody

  Ambient Colors:
    - 100, 100, 100, 128

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

  Color Registers:
    - 0, 8, -5, -110
    - 40, 8, 32, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (40, 8, 32) to (tex #1 RGB) using (vertex RGB)), then add (0, 8, -5)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -110, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2



CrownMt_v
=========
  Textures:
    - Crown
    - CrownHilight
        Scale: 1.77734375, 1.77734375

  Ambient Colors:
    - 100, 100, 100, 128

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

  Color Registers:
    - -17, -25, -5, -60
    - 8, 12, 8, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (8, 12, 8) to (tex #1 RGB) using (vertex RGB)), then add (-17, -25, -5)
         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)



Eye_v
=====
  Textures:
    - Eye

  Ambient Colors:
    - 100, 100, 100, 128

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

  Color Registers:
    - 0, -13, -21, -73
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (0, -13, -21)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -73, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -73, multiply by 2



EyelidMat_v
===========
  Textures:
    - Eyelid
    - Hilight2

  Ambient Colors:
    - 100, 100, 100, 128

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

  Color Registers:
    - 21, 11, 12, -89
    - 0, 0, 0, 255
    - 1023, 1023, 1023, 90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (21, 11, 12)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (90, 90, 90)), then add (prev. RGB)
         A = (prev. A)



HipDropMarkMt_v
===============
  Textures:
    - HipDropMark.1

  Ambient Colors:
    - 100, 100, 100, 128

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

  Color Registers:
    - 0, 8, -5, -110
    - 40, 8, 32, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (40, 8, 32) to (tex #1 RGB) using (vertex RGB)), then add (0, 8, -5)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -110, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2



NeedleMt_v
==========
  Textures:
    - Needle
    - CrownHilight
        Offset: -0.0390625, 0.166015625
        Scale: 2.109375, 1.8994140625

  Ambient Colors:
    - 100, 100, 100, 128

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

  Color Registers:
    - -13, -29, -57, -60
    - 0, 0, 0, 255
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-13, -29, -57)
         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)



ShadowDark_v
============
  Textures:
    - Alpha02
        Offset: 0, 0.0390625

  Ambient Colors:
    - 100, 100, 100, 128

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



Shadow_v
========
  Textures:
    - Alpha02

  Ambient Colors:
    - 100, 100, 100, 128

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



EyelidMat_v(2)
==============
  Textures:
    - Eyelid
    - Hilight2

  Ambient Colors:
    - 100, 100, 100, 128

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

  Color Registers:
    - 21, 11, 12, -89
    - 0, 0, 0, 255
    - 1023, 1023, 1023, 90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (21, 11, 12)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (90, 90, 90)), then add (prev. RGB)
         A = (prev. A)



EyelidMat_v(3)
==============
  Textures:
    - Eyelid
    - Hilight2

  Ambient Colors:
    - 100, 100, 100, 128

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

  Color Registers:
    - 21, 11, 12, -89
    - 0, 0, 0, 255
    - 1023, 1023, 1023, 90

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (21, 11, 12)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (90, 90, 90)), then add (prev. RGB)
         A = (prev. A)
