MocBody_v
=========
  Textures:
    - MocBody

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -89
    - 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 -89
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (tex #1 A)), then add (tex #1 A), multiply by 2



MocHeadA_v
==========
  Textures:
    - MocHead
    - MocHead

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 255, 255, 255, 9

  Material Colors:
    - 118, 118, 118, 255
    - 118, 118, 118, 255

  Color Registers:
    - 0, 0, 0, -114
    - 0, 0, 0, 202

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -114, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = ((tex #1 RGB) * (vertex RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



MocHeadB_v
==========
  Textures:
    - MocHead
    - MocHead

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 255, 255, 255, 9

  Material Colors:
    - 118, 118, 118, 255
    - 118, 118, 118, 255

  Color Registers:
    - 0, 0, 0, -114
    - 0, 0, 0, 202

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -114, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = ((tex #1 RGB) * (vertex RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



MocHeadC_v
==========
  Textures:
    - MocHead
    - MocHead

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 255, 255, 255, 9

  Material Colors:
    - 118, 118, 118, 255
    - 118, 118, 118, 255

  Color Registers:
    - 0, 0, 0, -114
    - 0, 0, 0, 202

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -114, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = ((tex #1 RGB) * (vertex RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



MocHeadInside_v
===============
  Textures:
    - MocHead

  Ambient Colors:
    - 64, 64, 64, 128

  Material Colors:
    - 100, 100, 32, 255
    - 100, 100, 32, 255

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



MocHeadInside_v(2)
==================
  Textures:
    - MocHead

  Ambient Colors:
    - 64, 64, 64, 128

  Material Colors:
    - 100, 100, 32, 255
    - 100, 100, 32, 255

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



MocHeadInside_v(3)
==================
  Textures:
    - MocHead

  Ambient Colors:
    - 64, 64, 64, 128

  Material Colors:
    - 100, 100, 32, 255
    - 100, 100, 32, 255

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