Break_HiLightMat
================
  Textures:
    - IndDummy
        Scale: 0.751953125, 0.751953125
    - HightLight00
        Scale: 0.5, 0.5
        Rotation: 0.7222205267494736

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 0, 30, 100, 255
    - 0, 30, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 4
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Break_IndTex
============
  Textures:
    - IndDummy
    - IndBendCrystal

  Ambient Colors:
    - 128, 128, 128, 128

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



HiLightMat
==========
  Textures:
    - IndDummy
        Scale: 0.751953125, 0.751953125
    - HightLight00
        Scale: 0.5, 0.5
        Rotation: 0.7222205267494736

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 0, 30, 100, 255
    - 0, 30, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 4
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



IndTex
======
  Textures:
    - IndDummy
    - IndBendCrystal

  Ambient Colors:
    - 128, 128, 128, 128

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



Break_HiLightMat(2)
===================
  Textures:
    - IndDummy
        Scale: 0.751953125, 0.751953125
    - HightLight00
        Scale: 0.5, 0.5
        Rotation: 0.7222205267494736

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 0, 30, 100, 255
    - 0, 30, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 4
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Break_IndTex(2)
===============
  Textures:
    - IndDummy
    - IndBendCrystal

  Ambient Colors:
    - 128, 128, 128, 128

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



Break_HiLightMat(3)
===================
  Textures:
    - IndDummy
        Scale: 0.751953125, 0.751953125
    - HightLight00
        Scale: 0.5, 0.5
        Rotation: 0.7222205267494736

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 0, 30, 100, 255
    - 0, 30, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 4
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Break_IndTex(3)
===============
  Textures:
    - IndDummy
    - IndBendCrystal

  Ambient Colors:
    - 128, 128, 128, 128

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



Break_HiLightMat(4)
===================
  Textures:
    - IndDummy
        Scale: 0.751953125, 0.751953125
    - HightLight00
        Scale: 0.5, 0.5
        Rotation: 0.7222205267494736

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 0, 30, 100, 255
    - 0, 30, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 4
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Break_IndTex(4)
===============
  Textures:
    - IndDummy
    - IndBendCrystal

  Ambient Colors:
    - 128, 128, 128, 128

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



Break_HiLightMat(5)
===================
  Textures:
    - IndDummy
        Scale: 0.751953125, 0.751953125
    - HightLight00
        Scale: 0.5, 0.5
        Rotation: 0.7222205267494736

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 0, 30, 100, 255
    - 0, 30, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 4
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Break_IndTex(5)
===============
  Textures:
    - IndDummy
    - IndBendCrystal

  Ambient Colors:
    - 128, 128, 128, 128

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



Break_HiLightMat(6)
===================
  Textures:
    - IndDummy
        Scale: 0.751953125, 0.751953125
    - HightLight00
        Scale: 0.5, 0.5
        Rotation: 0.7222205267494736

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 0, 30, 100, 255
    - 0, 30, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 4
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Break_IndTex(6)
===============
  Textures:
    - IndDummy
    - IndBendCrystal

  Ambient Colors:
    - 128, 128, 128, 128

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



Break_HiLightMat(7)
===================
  Textures:
    - IndDummy
        Scale: 0.751953125, 0.751953125
    - HightLight00
        Scale: 0.5, 0.5
        Rotation: 0.7222205267494736

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 0, 30, 100, 255
    - 0, 30, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 4
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Break_IndTex(7)
===============
  Textures:
    - IndDummy
    - IndBendCrystal

  Ambient Colors:
    - 128, 128, 128, 128

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



Break_HiLightMat(8)
===================
  Textures:
    - IndDummy
        Scale: 0.751953125, 0.751953125
    - HightLight00
        Scale: 0.5, 0.5
        Rotation: 0.7222205267494736

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 0, 30, 100, 255
    - 0, 30, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 4
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Break_IndTex(8)
===============
  Textures:
    - IndDummy
    - IndBendCrystal

  Ambient Colors:
    - 128, 128, 128, 128

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