glassMAT
========
  Textures:
    - SWgripBMS_02
        Offset: 0.0830078125, 0
        Scale: 1.2000000476837158, 1.2000000476837158
        Rotation: -0.7778252510147404

  Ambient Colors:
    - 50, 50, 50, 50

  Color Registers:
    - 20, 190, 210, 255

  Steps:
    1: RGB = (tex #1 RGB), then add (20, 190, 210), divide by 2
         A = (tex #1 A)



is01_v
======
  Textures:
    - V_svsp_red
    - 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)



lambert66
=========
  Textures:
    - V_sv_rope
    - B_FiguaKan

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 255, 255, 255, 55

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

  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)



lambert67
=========
  Textures:
    - Vsvfg
    - B_FiguaKan

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 255, 255, 255, 55

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

  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)



metMAT
======
  Textures:
    - sv
    - 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)



ropeENDA
========
  Textures:
    - ropeEND
    - 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)



glassMAT(2)
===========
  Textures:
    - SWgripBMS_02
        Offset: 0.0830078125, 0
        Scale: 1.2000000476837158, 1.2000000476837158
        Rotation: -0.7778252510147404

  Ambient Colors:
    - 50, 50, 50, 50

  Color Registers:
    - 20, 190, 210, 255

  Steps:
    1: RGB = (tex #1 RGB), then add (20, 190, 210), divide by 2
         A = (tex #1 A)



metMAT(2)
=========
  Textures:
    - sv
    - 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)



glassMAT(3)
===========
  Textures:
    - SWgripBMS_02
        Offset: 0.15000000596046448, 0
        Scale: 1.2000000476837158, 1.2000000476837158
        Rotation: -0.7778252510147404

  Ambient Colors:
    - 50, 50, 50, 50

  Color Registers:
    - 20, 190, 210, 255

  Steps:
    1: RGB = (tex #1 RGB), then add (20, 190, 210), divide by 2
         A = (tex #1 A)



metMAT(3)
=========
  Textures:
    - sv
    - 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)



glassMAT(4)
===========
  Textures:
    - SWgripBMS_02
        Offset: 0.15000000596046448, 0
        Scale: 1.2000000476837158, 1.2000000476837158
        Rotation: -0.7778252510147404

  Ambient Colors:
    - 50, 50, 50, 50

  Color Registers:
    - 20, 190, 210, 255

  Steps:
    1: RGB = (tex #1 RGB), then add (20, 190, 210), divide by 2
         A = (tex #1 A)



metMAT(4)
=========
  Textures:
    - sv
    - 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)



metMAT(5)
=========
  Textures:
    - sv
    - 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)



metMAT(6)
=========
  Textures:
    - sv
    - 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)



metMAT(7)
=========
  Textures:
    - sv
    - 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)



metMAT(8)
=========
  Textures:
    - sv
    - 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)
