BodyAMat00_v
============
  Textures:
    - BodyA00

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 3, 8, 0, 120
    - 10, 5, 2, 255

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

  Color Registers:
    - 255, 255, 255, 72
    - 60, 129, 153, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 120 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (60, 129, 153) to (255, 255, 255) using (prev. RGB)), then add (prev. A)
         A = 0, then add 255



CoreMat00_v
===========
  Textures:
    - CoreDiffuse
    - EnvCore
        Scale: 0.8799999952316284, 0.8799999952316284

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 220, 220, 220, 0

  Color Registers:
    - 0, 0, 0, -53
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), divide by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -53, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -53, multiply by 2
    3: RGB = ((tex #2 RGB) * (220, 220, 220)), then add (prev. RGB)
         A = (prev. A)



EyeMat00_v
==========
  Textures:
    - Eye00
    - EnvEye
        Offset: 0.0390625, 0.0390625
        Scale: 1.3232421875, 1.3232421875
    - Eye00bump

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -65
    - 165, 255, 242, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -65, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -65, multiply by 2
    3: RGB = ((tex #2 RGB) * (165, 255, 242)), then add (prev. RGB)
         A = (prev. A)



Mouth_v
=======
  Textures:
    - MouthRed

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 0, 0, -122
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -122, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -122, multiply by 2



Teeth_v
=======
  Textures:
    - Teeth
    - EnvTeeth
        Rotation: 0.9257789849543748

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 24, 28, 32, -45
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (24, 28, 32)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -45, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -45, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



BodyAMat00_v(2)
===============
  Textures:
    - BodyA00

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 3, 8, 0, 120
    - 10, 5, 2, 255

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

  Color Registers:
    - 255, 255, 255, 72
    - 60, 129, 153, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 120 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (60, 129, 153) to (255, 255, 255) using (prev. RGB)), then add (prev. A)
         A = 0, then add 255



BodyAMat00_v(3)
===============
  Textures:
    - BodyA00

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 3, 8, 0, 120
    - 10, 5, 2, 255

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

  Color Registers:
    - 255, 255, 255, 72
    - 60, 129, 153, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 120 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (60, 129, 153) to (255, 255, 255) using (prev. RGB)), then add (prev. A)
         A = 0, then add 255



BodyAMat00_v(4)
===============
  Textures:
    - BodyA00

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 3, 8, 0, 120
    - 10, 5, 2, 255

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

  Color Registers:
    - 255, 255, 255, 72
    - 60, 129, 153, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 120 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (60, 129, 153) to (255, 255, 255) using (prev. RGB)), then add (prev. A)
         A = 0, then add 255



BodyAMat00_v(5)
===============
  Textures:
    - BodyA00

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 3, 8, 0, 120
    - 10, 5, 2, 255

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

  Color Registers:
    - 255, 255, 255, 72
    - 60, 129, 153, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from 120 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (60, 129, 153) to (255, 255, 255) using (prev. RGB)), then add (prev. A)
         A = 0, then add 255



CoreMat00_v(2)
==============
  Textures:
    - CoreDiffuse
    - EnvCore
        Scale: 0.8799999952316284, 0.8799999952316284

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 220, 220, 220, 0

  Color Registers:
    - 0, 0, 0, -53
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), divide by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -53, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -53, multiply by 2
    3: RGB = ((tex #2 RGB) * (220, 220, 220)), then add (prev. RGB)
         A = (prev. A)



CoreMat00_v(3)
==============
  Textures:
    - CoreDiffuse
    - EnvCore
        Scale: 0.8799999952316284, 0.8799999952316284

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 220, 220, 220, 0

  Color Registers:
    - 0, 0, 0, -53
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), divide by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -53, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -53, multiply by 2
    3: RGB = ((tex #2 RGB) * (220, 220, 220)), then add (prev. RGB)
         A = (prev. A)



CoreMat00_v(4)
==============
  Textures:
    - CoreDiffuse
    - EnvCore
        Scale: 0.8799999952316284, 0.8799999952316284

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 220, 220, 220, 0

  Color Registers:
    - 0, 0, 0, -53
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), divide by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -53, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -53, multiply by 2
    3: RGB = ((tex #2 RGB) * (220, 220, 220)), then add (prev. RGB)
         A = (prev. A)



CoreMat00_v(5)
==============
  Textures:
    - CoreDiffuse
    - EnvCore
        Scale: 0.8799999952316284, 0.8799999952316284

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 220, 220, 220, 0

  Color Registers:
    - 0, 0, 0, -53
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), divide by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -53, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -53, multiply by 2
    3: RGB = ((tex #2 RGB) * (220, 220, 220)), then add (prev. RGB)
         A = (prev. A)



EyeMat00_v(2)
=============
  Textures:
    - Eye00
    - EnvEye
        Offset: 0.0390625, 0.0390625
        Scale: 1.3232421875, 1.3232421875
    - Eye00bump

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -65
    - 165, 255, 242, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -65, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -65, multiply by 2
    3: RGB = ((tex #2 RGB) * (165, 255, 242)), then add (prev. RGB)
         A = (prev. A)



EyeMat00_v(3)
=============
  Textures:
    - Eye00
    - EnvEye
        Offset: 0.0390625, 0.0390625
        Scale: 1.3232421875, 1.3232421875
    - Eye00bump

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -65
    - 165, 255, 242, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -65, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -65, multiply by 2
    3: RGB = ((tex #2 RGB) * (165, 255, 242)), then add (prev. RGB)
         A = (prev. A)



EyeMat00_v(4)
=============
  Textures:
    - Eye00
    - EnvEye
        Offset: 0.0390625, 0.0390625
        Scale: 1.3232421875, 1.3232421875
    - Eye00bump

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -65
    - 165, 255, 242, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -65, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -65, multiply by 2
    3: RGB = ((tex #2 RGB) * (165, 255, 242)), then add (prev. RGB)
         A = (prev. A)



EyeMat00_v(5)
=============
  Textures:
    - Eye00
    - EnvEye
        Offset: 0.0390625, 0.0390625
        Scale: 1.3232421875, 1.3232421875
    - Eye00bump

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -65
    - 165, 255, 242, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -65, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -65, multiply by 2
    3: RGB = ((tex #2 RGB) * (165, 255, 242)), then add (prev. RGB)
         A = (prev. A)



Teeth_v(2)
==========
  Textures:
    - Teeth
    - EnvTeeth
        Rotation: 0.9257789849543748

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 24, 28, 32, -45
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (24, 28, 32)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -45, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -45, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Teeth_v(3)
==========
  Textures:
    - Teeth
    - EnvTeeth
        Rotation: 0.9257789849543748

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 24, 28, 32, -45
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (24, 28, 32)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -45, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -45, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
