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es/manuals/shader.md

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- `CONSTANT_TYPE_WORLD` es la *matriz de mundo* que transforma desde el espacio de coordenadas local de un objeto al espacio del mundo.
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- `CONSTANT_TYPE_VIEW` es la *matriz de vista* que transforma desde el espacio del mundo al espacio de cámara.
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- `CONSTANT_TYPE_PROJECTION` es la *matriz de proyección* que transforma desde la cámara al espacio de pantalla.
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- También están disponibles matrices premultiplicadas $world * view$, $view * projection$ y $world * view$.
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- También están disponibles matrices premultiplicadas $world * view$, $view * projection$ y $world * view * projection$.
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- `CONSTANT_TYPE_USER` es una constante de tipo `vec4` que puedes usar como quieras.
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El [manual de Material](/es/manuals/material) explica cómo especificar constantes.

ko/manuals/shader.md

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- `CONSTANT_TYPE_WORLD`는 오브젝트의 로컬 좌표 공간에서 월드 공간으로 매핑하는 *월드 matrix*입니다.
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- `CONSTANT_TYPE_VIEW`는 월드 공간에서 카메라 공간으로 매핑하는 *뷰 matrix*입니다.
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- `CONSTANT_TYPE_PROJECTION`은 카메라에서 화면 공간으로 매핑하는 *프로젝션 matrix*입니다.
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- 미리 곱해진 $world * view$, $view * projection$, $world * view$ matrix도 사용할 수 있습니다.
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- 미리 곱해진 $world * view$, $view * projection$, $world * view * projection$ matrix도 사용할 수 있습니다.
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- `CONSTANT_TYPE_USER`는 원하는 용도로 사용할 수 있는 `vec4` 타입 상수입니다.
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[Material 매뉴얼](/ko/manuals/material)에서는 상수를 지정하는 방법을 설명합니다.

llms-full.txt

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- `CONSTANT_TYPE_WORLD` is the *world matrix* that maps from an object’s local coordinate space into world space.
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- `CONSTANT_TYPE_VIEW` is the *view matrix* that maps from world space to camera space.
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- `CONSTANT_TYPE_PROJECTION` is the *projection matrix* that maps from camera to screen space.
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- Premultiplied $world * view$, $view * projection$ and $world * view$ matrices are also available.
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- Premultiplied $world * view$, $view * projection$ and $world * view * projection$ matrices are also available.
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- `CONSTANT_TYPE_USER` is a `vec4` type constant that you can use as you wish.
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The [Material manual](#manuals:material) explains how to specify constants.

llms-manuals.txt

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- `CONSTANT_TYPE_WORLD` is the *world matrix* that maps from an object’s local coordinate space into world space.
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- `CONSTANT_TYPE_VIEW` is the *view matrix* that maps from world space to camera space.
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- `CONSTANT_TYPE_PROJECTION` is the *projection matrix* that maps from camera to screen space.
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- Premultiplied $world * view$, $view * projection$ and $world * view$ matrices are also available.
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- Premultiplied $world * view$, $view * projection$ and $world * view * projection$ matrices are also available.
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- `CONSTANT_TYPE_USER` is a `vec4` type constant that you can use as you wish.
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The [Material manual](#manuals:material) explains how to specify constants.

llms/manuals/shader.md

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- `CONSTANT_TYPE_WORLD` is the *world matrix* that maps from an object’s local coordinate space into world space.
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- `CONSTANT_TYPE_VIEW` is the *view matrix* that maps from world space to camera space.
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- `CONSTANT_TYPE_PROJECTION` is the *projection matrix* that maps from camera to screen space.
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- Premultiplied $world * view$, $view * projection$ and $world * view$ matrices are also available.
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- Premultiplied $world * view$, $view * projection$ and $world * view * projection$ matrices are also available.
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- `CONSTANT_TYPE_USER` is a `vec4` type constant that you can use as you wish.
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The [Material manual](https://defold.com/llms/manuals/material.md) explains how to specify constants.

manuals/shader.md

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- `CONSTANT_TYPE_WORLD` is the *world matrix* that maps from an object’s local coordinate space into world space.
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- `CONSTANT_TYPE_VIEW` is the *view matrix* that maps from world space to camera space.
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- `CONSTANT_TYPE_PROJECTION` is the *projection matrix* that maps from camera to screen space.
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- Premultiplied $world * view$, $view * projection$ and $world * view$ matrices are also available.
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- Premultiplied $world * view$, $view * projection$ and $world * view * projection$ matrices are also available.
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- `CONSTANT_TYPE_USER` is a `vec4` type constant that you can use as you wish.
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The [Material manual](/manuals/material) explains how to specify constants.

pt/manuals/shader.md

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- `CONSTANT_TYPE_WORLD` é a *matriz world* que mapeia do espaço de coordenadas local de um objeto para o espaço de mundo.
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- `CONSTANT_TYPE_VIEW` é a *matriz de visualização* que mapeia do espaço de mundo para o espaço da câmera.
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- `CONSTANT_TYPE_PROJECTION` é a *matriz de projeção* que mapeia da câmera para o espaço da tela.
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- Matrizes pré-multiplicadas $world * view$, $view * projection$ e $world * view$ também estão disponíveis.
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- Matrizes pré-multiplicadas $world * view$, $view * projection$ e $world * view * projection$ também estão disponíveis.
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- `CONSTANT_TYPE_USER` é uma constante do tipo `vec4` que você pode usar como quiser.
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O [manual de Material](/pt/manuals/material) explica como especificar constantes.

ru/manuals/shader.md

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: Константы шейдеров остаются постоянными на протяжении всего вызова отрисовки рендера. Константы добавляются к файлу материала в секции *Constants* и затем объявляются как `uniform` переменные в программе шейдера. Uniforms Сэмплеры добавляются в секции *Samplers* материала и затем объявляются как `uniform` переменные в программе шейдера. Матрицы необходимые для выполнения вершинных преобразований в вершинном шейдере доступны в качестве констант:
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- `CONSTANT_TYPE_WORLD` --- это *матрица мира* которая делает отображение из локальных координат пространства объекта в мировое пространство.
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- `CONSTANT_TYPE_VIEW` --- это *матрица мира* которая делает отображение из пространства мира в пространство камеры.
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- `CONSTANT_TYPE_VIEW` --- это *матрица вида* которая делает отображение из пространства мира в пространство камеры.
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- `CONSTANT_TYPE_PROJECTION` --- это *проекционная матрица* которая делает отображение из пространства камеры в пространство экрана.
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- Также доступные пред-умноженные матрицы $world * view$, $view * projection$ и $world * view$.
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- Также доступны пред-умноженные матрицы $world * view$, $view * projection$ и $world * view * projection$.
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- `CONSTANT_TYPE_USER` --- это константа типа `vec4` которую вы можете использовать по своему усмотрению.
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[Руководство по материалам](/ru/manuals/material) объясняет как задавать константы.

zh/manuals/shader.md

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- `CONSTANT_TYPE_WORLD`*世界矩阵*,将对象从局部坐标空间映射到世界空间。
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- `CONSTANT_TYPE_VIEW`*视图矩阵*,将世界空间映射到摄像机空间。
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- `CONSTANT_TYPE_PROJECTION`*投影矩阵*,将摄像机空间映射到屏幕空间。
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- 预乘的 $world * view$、$view * projection$ 和 $world * view$ 矩阵也可用。
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- 预乘的 $world * view$、$view * projection$ 和 $world * view * projection$ 矩阵也可用。
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- `CONSTANT_TYPE_USER` 是一个 `vec4` 类型常量,您可以按需使用。
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[材质手册](/zh/manuals/material)解释了如何指定常量。

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