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What is the difference between 0. vs 0.0 in shaders?


When reading example code for a raymarching shader, I noticed that the author uses 0.. Later in the code, they also use 0.0. Are these the same thing, or is there a convention that I'm missing?


Solution

  • There is no difference and no convention mandating one over the other, it's just a matter of personal preference / consistency.