FLT_MAX in GLSL

Hello,

Since GLSL doesn’t have constants for minimum and maximum floating point values, what are you guys doing when you need one in a shader? Do you pass -FLT_MAX or FLT_MAX as a uniform or concatenate its value as a constant in the shader source string? Do you have any concerns about incompatibility between the C minimum/maximum compared to the GLSL minimum/maximum on different platforms?

Thanks,
Patrick

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