I have an algorithm which I try to implement in GLSL for Vulkan. That algorithm uses FLT_MAX
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Now I could define that to an arbitrary high float value but I really would be interested in how to actually e.g. process that value on runtime in GLSL.
Vulkan shaders are required to support single-precision IEEE-754 representation, with a few exceptions detailed in the Vulkan SPIR-V environment spec. So FLT_MAX should work the way you expect it to in C/C++.