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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.

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

shader transparent glass flagsbitfield
alpha tested0x1
two sided0x4
bump map is specular mask0x8
background tint colorColorRGB
  • Default: 1,1,1
background tint map scalefloat
  • Default: 1
background tint mapTagDependency: bitmap
reflection typeenum
bumped cube map0x0
flat cube map0x1
dynamic mirror0x2
perpendicular brightnessfloat
  • Min: 0
  • Max: 1
perpendicular tint colorColorRGB
parallel brightnessfloat
  • Min: 0
  • Max: 1
parallel tint colorColorRGB
reflection mapTagDependency: bitmap
bump map scalefloat
  • Default: 1
bump mapTagDependency: bitmap
diffuse map scalefloat
  • Default: 1
diffuse mapTagDependency: bitmap
diffuse detail map scalefloat
  • Default: 1
diffuse detail mapTagDependency: bitmap
specular map scalefloat
  • Default: 1
specular mapTagDependency: bitmap
specular detail map scalefloat
  • Default: 1
specular detail mapTagDependency: bitmap


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

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