Like Nicol mentioned, there are no pre-defined constants.
However, from OpenGL 4.1 on, your solution is at least guaranteed to work and correctly generate an infinite value.
See for example in glsl 4.4:
4.7.1 Range and Precision
...
However, dividing a non-zero by 0 results in the
appropriately signed IEEE Inf: If both positive and negative zeros are implemented, the correctly signed
Inf will be generated, otherwise positive Inf is generated.
Be careful when you use an older version of OpenGL though:
For example in glsl 4.0 it says:
4.1.4 Floats
...
Similarly, treatment of conditions such as divide by 0 may lead to an unspecified result, but in no case should such a condition lead to the interruption or termination of processing.
<snip> float t0 = (d >= 0.) ? t : infinity; <snip> float t1 = (d >= 0.) ? t : infinity; t = min (t0, t1); <snip>
– Convoke1e20
– Hydrops