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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.
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
|shader transparent glass flags|
|background tint color|
|background tint map scale|
|background tint map|
|perpendicular tint color|
|parallel tint color|
|bump map scale|
|diffuse map scale|
|diffuse detail map scale|
|diffuse detail map|
|specular map scale|
|specular detail map scale|
|specular detail map|
Thanks to the following individuals for their research or contributions to this topic:
- Kavawuvi (Invader tag definitions)
- MosesOfEgypt (Tag structure research)