RO_02_SC_eye
============
  Textures:
    - ro_eye.1

  Ambient Colors:
    - 50, 50, 50, 50

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



RO_02_futa
==========
  Textures:
    - ro_body02
    - B_FiguaKan

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 255, 255, 255, 55

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (vertex RGB))
         A = (vertex A)
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (prev. A))
    3: RGB = ((55, 55, 55) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



RO_03_SC_eye
============
  Textures:
    - ro_eye.1

  Ambient Colors:
    - 50, 50, 50, 50

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



RO_03_futa
==========
  Textures:
    - ro_body03
    - B_FiguaKan

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 255, 255, 255, 55

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (vertex RGB))
         A = (vertex A)
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (prev. A))
    3: RGB = ((55, 55, 55) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



SC_eye
======
  Textures:
    - ro_eye.1

  Ambient Colors:
    - 50, 50, 50, 50

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



futa
====
  Textures:
    - ro_body
    - B_FiguaKan

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 255, 255, 255, 55

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (vertex RGB))
         A = (vertex A)
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (prev. A))
    3: RGB = ((55, 55, 55) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



ro_hat2_ana
===========
  Textures:
    - ro_hat02

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 255, 255, 255, 140
    - 255, 255, 255, 140

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



ro_hat2_hat
===========
  Textures:
    - ro_hat02
    - B_FiguaKan

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 255, 255, 255, 55

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (vertex RGB))
         A = (vertex A)
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (prev. A))
    3: RGB = ((55, 55, 55) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



ro_hat3_ana
===========
  Textures:
    - ro_hat03

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 255, 255, 255, 140
    - 255, 255, 255, 140

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



ro_hat3_hat
===========
  Textures:
    - ro_hat03
    - B_FiguaKan

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 255, 255, 255, 55

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (vertex RGB))
         A = (vertex A)
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (prev. A))
    3: RGB = ((55, 55, 55) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



ro_hat_ana
==========
  Textures:
    - ro_hat

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 255, 255, 255, 140
    - 255, 255, 255, 140

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



ro_hat_hat
==========
  Textures:
    - ro_hat
    - B_FiguaKan

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 255, 255, 255, 55

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (vertex RGB))
         A = (vertex A)
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (prev. A))
    3: RGB = ((55, 55, 55) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)
