Vector values convert to ⚫ scalar values by averaging all three components, therefore the following material should be white:

(both branches compare as equal)
⚠ At very big values the $ε = 0$ starts to fail due to floating point inaccuracies:
(383 m cube)
Crantisz'es answer is incorrect, if it worked by converting vector through color to ⚫ scalar, then this material wouldn't be black (I even increased εpsilon to 0.1):


Vector is Converted to color (and vice-versa) by simply treating XYZ as RGB (I think it's fair to say it's reinterpretation, not conversion, the values in memory don't change), however, vector and color convert differently to ⚫ scalars:
- vector to ⚫ scalar: $v = {1\over3} x + {1\over3} y + {1\over3} z = {x+y+z\over3}$
- color to ⚫ scalar: $v = 0.2126r + 0.7152g + 0.0722b = $
luminance(rgb)


For completeness, ⚫ scalar converts both to vector and color by triplicating (repeating) its value on all 3 components, which maintains luminance, and so is a reverse operation for both $➡⚫$ and ➡⚫.
Geometry Nodes
In gnoodles the same rules apply, but additionally:
- ⚫ Float (Scalar) values convert to Boolean as True if they are positive ($> 0$)
- Vectors convert to boolean as False if all the components are zero, otherwise to True. You can reason about it as the length of vector being used in the logic of scalar to Boolean conversion (the length is never negative but can be $0$).
- Color is first converted to ⚫ Float (using its luminance), and then converted to Boolean.
- ⚫ Float converts to integers by truncating, which is discarding the fractional part (rounding towards zero; flooring positive values and ceiling negative values).