shader_transparent_glass

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Known issues

In Custom Edition, glass shaders which use bump-mapped reflections render incorrectly. Instead of using the intended reflection cube map, the renderer uses the vector normalization bitmap from globals, causing reflections to be brightly multicoloured. This issue does not affect MCC.

Structure and fields

This tag inherits fields from shader which are not shown here. See the parent's page for more information. The following information is unique to the shader_transparent_glass tag.

Field Type Comments
shader transparent glass flags bitfield
Flag Mask Comments
alpha tested 0x1
decal 0x2
two sided 0x4
bump map is specular mask 0x8
background tint color ColorRGB
  • Default: 1,1,1
Field Type Comments
red float
green float
blue float
background tint map scale float
  • Default: 1
background tint map

TagDependency: bitmap

reflection type enum
Option Value Comments
bumped cube map 0x0
flat cube map 0x1
dynamic mirror 0x2
perpendicular brightness float
  • Min: 0
  • Max: 1
perpendicular tint color ColorRGB?
parallel brightness float
  • Min: 0
  • Max: 1
parallel tint color ColorRGB?
reflection map

TagDependency: bitmap

bump map scale float
  • Default: 1
bump map

TagDependency: bitmap

diffuse map scale float
  • Default: 1
diffuse map

TagDependency: bitmap

diffuse detail map scale float
  • Default: 1
diffuse detail map

TagDependency: bitmap

specular map scale float
  • Default: 1
specular map

TagDependency: bitmap

specular detail map scale float
  • Default: 1
specular detail map

TagDependency: bitmap

Acknowledgements

Thanks to the following individuals for their research or contributions to this topic:

  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research)