AstrodemA_v
===========
  Textures:
    - asterdemoA
    - EnvSpace01_32

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 80
    - 0, 34, 105, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))
    3: RGB = ((0, 34, 105) * (tex #2 RGB)), then add (prev. RGB)
         A = (vertex A)



AstrodemB_v
===========
  Textures:
    - asterdemoB
    - EnvSpace01_32

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 80
    - 0, 51, 127, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))
    3: RGB = ((0, 51, 127) * (tex #2 RGB)), then add (prev. RGB)
         A = (vertex A)



AstrodemC_v
===========
  Textures:
    - asterdemoC
    - EnvSpace01_32

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 80
    - 186, 163, 255, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))
    3: RGB = ((tex #2 RGB) * (186, 163, 255)), then add (prev. RGB)
         A = (vertex A)



AstrodemD_v
===========
  Textures:
    - asterdemoC
    - EnvSpace01_32

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 80
    - 0, 51, 127, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))
    3: RGB = ((0, 51, 127) * (tex #2 RGB)), then add (prev. RGB)
         A = (vertex A)



EffectLight01_v
===============
  Textures:
    - GalaxySunEffect04_64
        Offset: 0, 1.999333381652832
        Scale: 10, 10

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 71, 255, 255
    - 0, 157, 255, 255

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

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB))
         A = 0, divide by 2
    2: RGB = ((0, 157, 255) * (prev. RGB))
         A = (vertex A)



Ice_v
=====
  Textures:
    - HighLight00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 36, 24, 0, 255

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

  Color Registers:
    - 59, 35, 2, 255

  Steps:
    1: RGB = (lerp from (59, 35, 2) to (tex #1 RGB) using (vertex RGB)), then add (36, 24, 0), multiply by 2
         A = ((tex #1 A) * (vertex A)), then add 255, divide by 2



Light01_v
=========
  Textures:
    - Light01_16
        Offset: 0.00008922674896894023, -0.00001858888026617933
        Scale: 1.0002461671829224, 1.0002461671829224

  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 = ((tex #1 A) * (vertex A))



LightBallEffect_v
=================
  Textures:

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 173, 101, 100
    - 0, 115, 255, 255

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

  Steps:
    1: RGB = ((255, 173, 101) * (vertex RGB))
         A = (lerp from 100 to 0 using (vertex A)), multiply by 2
    2: RGB = -1 * (lerp from (prev. A) to (255, 255, 255) using (prev. A)), then add (0, 115, 255)
         A = (vertex A)



LightBall_v
===========
  Textures:
    - EnvCloud01_32

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 52, 155, 255, 255

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

  Steps:
    1: RGB = ((52, 155, 255) * (tex #1 RGB)), multiply by 2
         A = (vertex A), multiply by 4
    2: RGB = (prev. RGB), then add (prev. A)
         A = (vertex A)



PinkMetalMat_v
==============
  Textures:
    - IP2V_hebienv2
    - boyakeindirect
    - IP2V_sanenv1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 121, 121, 121, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 117, 52, 72, 190
    - 246, 242, 214, 262

  Steps:
    1: RGB = (lerp from (117, 52, 72) to (246, 242, 214) using (tex #1 RGB)), then add (vertex RGB), subtract 127, divide by 2
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (121, 121, 121) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



PurpleMetalMat_v
================
  Textures:
    - IP2_glow1_i
    - boyakeindirect
    - IP2V_sanenv1
        Scale: 0.30000001192092896, 0.30000001192092896

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 121, 121, 121, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 28, 4, 48, 64
    - 60, 12, 117, 262

  Steps:
    1: RGB = (lerp from (28, 4, 48) to (60, 12, 117) using (tex #1 RGB)), then add (vertex RGB), divide by 2
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (121, 121, 121) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



Water_v
=======
  Textures:
    - Water02_32
        Offset: 0, -4.9991655349731445
        Scale: 5, 3

  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 = ((tex #1 A) * (vertex A))



WhiteMetalMat_v
===============
  Textures:
    - IP2_glow1_i
    - boyakeindirect
    - IP2V_sanenv1
        Scale: 0.30000001192092896, 0.30000001192092896

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 128, 128, 128, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 137, 117, 72, 255
    - 173, 173, 173, 255

  Steps:
    1: RGB = (lerp from (137, 117, 72) to (173, 173, 173) using (tex #1 RGB)), then add (vertex RGB), divide by 2
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (128, 128, 128) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



bluetile_v
==========
  Textures:
    - bulefortilemip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (vertex RGB), then add (128, 128, 128), subtract 127
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



cartain2_v
==========
  Textures:
    - lozettacartain
        Scale: 1, 1.5

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 5, 13, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 76, 44, 56, 0
    - 239, 168, 197, 255

  Steps:
    1: RGB = (lerp from (0, 5, 13) to (76, 44, 56) using (vertex RGB)), then add (239, 168, 197), subtract 127
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (0, 5, 13) to (prev. RGB) using (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



cartein_v
=========
  Textures:
    - lozettacartain
        Offset: 0, 0.166015625
        Scale: 1, 1.5

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 17, 2, 47, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 137, 117, 161, 0
    - 149, 97, 111, 255

  Steps:
    1: RGB = (lerp from (17, 2, 47) to (137, 117, 161) using (vertex RGB)), then add (149, 97, 111), subtract 127
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (17, 2, 47) to (prev. RGB) using (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



colortile_v
===========
  Textures:
    - squeartilemip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (vertex RGB), then add (128, 128, 128), subtract 127
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



glass_v_x
=========
  Textures:
    - mado
        Offset: 0.6591796875, 0
        Scale: 0.699999988079071, 0.699999988079071
    - IndBendSmple
        Scale: -0.6591796875, -0.6591796875
    - IP2V_hebienv2
        Offset: 1.4453125, 0.205078125
        Center: 2.2705078125, 1.03515625
        Scale: 1.07421875, 1.07421875
        Rotation: 0.01217688528092288

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 86, 85, 64, 255

  Material Colors:
    - 240, 240, 240, 60
    - 240, 240, 240, 60

  Color Registers:
    - 64, 40, 28, 255
    - 101, 194, 51, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (64, 40, 28) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)



gold_v
======
  Textures:
    - BellMetalBase
        Scale: 0.12690000236034393, 0.6000000238418579
    - LavaGaraxyEnvMap
        Center: 1, 1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 157, 157, 157, 108

  Material Colors:
    - 111, 111, 111, 255
    - 111, 111, 111, 255

  Color Registers:
    - 97, 97, 97, 80
    - -65, 36, 4, 368

  Steps:
    1: RGB = (tex #1 RGB), subtract 127, multiply by 4
         A = (lerp from 108 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (-65, 36, 4) to (tex #2 RGB) using (prev. RGB)), then add (prev. A), multiply by 2
         A = 0, then add (prev. A)
    3: RGB = (prev. RGB)
         A = 0, then add (prev. A)



goldchain_v
===========
  Textures:
    - goldchainmaru
        Scale: 1, 1.5

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 210, 41, 41, 108

  Material Colors:
    - 101, 170, 116, 255
    - 101, 170, 116, 255

  Color Registers:
    - 101, 4, -29, 80
    - 157, 36, 16, 368

  Steps:
    1: RGB = (lerp from (tex #1 RGB) to (157, 36, 16) using (101, 4, -29))
         A = ((tex #1 A) * (vertex A)), multiply by 2
    2: RGB = (prev. RGB)
         A = 0, then add (prev. A)



jewelry1_v
==========
  Textures:
    - IP2_glow1_i
    - RailBlockBig_Stone
        Scale: 0.05000000074505806, 0.05000000074505806

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 87, 87, 87, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 8, 165, 202, 190
    - 128, 128, 128, 262

  Steps:
    1: RGB = (lerp from (8, 165, 202) to (vertex RGB) using (tex #1 RGB)), then add (128, 128, 128), subtract 127
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (prev. A) to (vertex RGB) using (tex #2 RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



jewelry2_v
==========
  Textures:
    - IP2_glow1_i
    - RailBlockBig_Stone
        Scale: 0.05000000074505806, 0.05000000074505806

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 87, 87, 87, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 242, 0, -65, 190
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (242, 0, -65) to (vertex RGB) using (tex #1 RGB)), then add (128, 128, 128), subtract 127
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (prev. A) to (vertex RGB) using (tex #2 RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



mekadome1_v
===========
  Textures:
    - IP2V_hebienv2
    - boyakeindirect
    - IP2V_sanenv1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 128, 128, 128, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 182, 255, 255, 255
    - 246, 242, 214, 255

  Steps:
    1: RGB = (lerp from (182, 255, 255) to (246, 242, 214) using (tex #1 RGB)), then add (vertex RGB), subtract 127, divide by 2
         A = ((tex #1 A) * (vertex A))
    2: RGB = (lerp from (128, 128, 128) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



tilehousetop_v
==============
  Textures:
    - tilehousetop

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (vertex RGB), then add (128, 128, 128), subtract 127
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



tileline_v
==========
  Textures:
    - tilehouseline

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (vertex RGB), then add (128, 128, 128), subtract 127
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



whitemetal_v
============
  Textures:
    - whitepla

  Ambient Colors:
    - 100, 100, 100, 195

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (128, 128, 128), subtract 127
         A = ((tex #1 A) * (vertex A))



yellowtile_v
============
  Textures:
    - yellowfortilemip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (vertex RGB), then add (128, 128, 128), subtract 127
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



AstrodemB_v(2)
==============
  Textures:
    - asterdemoB
    - EnvSpace01_32

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 80
    - 0, 51, 127, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))
    3: RGB = ((0, 51, 127) * (tex #2 RGB)), then add (prev. RGB)
         A = (vertex A)
