This page is incomplete! You can contribute information using GitHub issues or pull requests.

Glass transparent shaders are used for environmental and model glass surfaces. This shader type is characterized by its various reflectivity and tint settings which let you control how the glass appears from different angles and how light passes through it.

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 is fixed in H1A.

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
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


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

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