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Fix GLSL 1.10 compliance
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Ruslan
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const int emax=127;
// Input: x>=0
// Output: base 2 exponent of x if (x!=0 && !isnan(x) && !isinf(x))
//         -emax if x==0
//         emax+1 otherwise
int floorLog2(float x)
{
    if(x==0.) return -emax;
    // NOTE: there exist values of x, for which floor(log2(x)) will give wrong
    // (off by one) result as compared to the one calculated with infinite precision.
    // Thus we do it in a brute-force way.
    for(int e=emax;e>=1-emax;--e)
        if(x>=exp2(float(e))) return e;
    // If we are here, x must be infinity or NaN
    return emax+1;
}

// Input: any x
// Output: IEEE 754 biased exponent with bias=emax
int biasedExp(float x) { return emax+floorLog2(abs(x)); }

// Input: any x such that (!isnan(x) && !isinf(x))
// Output: significand AKA mantissa of x if !isnan(x) && !isinf(x)
//         undefined otherwise
float significand(float x)
{
    // converting int to float so that exp2(genType) gets correctly-typed value
    float expo=float(floorLog2(abs(x)));
    return abs(x)/exp2(expo);
}

// Input: x\in[0,1)
//        N>=0
// Output: Nth byte as counted from the highest byte in the fraction
int part(float x,int N)
{
    // All comments about exactness here assume that underflow and overflow don't occur
    const float byteShift=256.;
    // Multiplication is exact since it's just an increase of exponent by 8
    for(int n=0;n<N;++n)
        x*=byteShift;

    // Cut higher bits away.
    // $q \in [0,1) \cap \mathbb Q'.$
    float q=fract(x);

    // Shift and cut lower bits away. Cutting lower bits prevents potentially unexpected
    // results of rounding by the GPU later in the pipeline when transforming to TrueColor
    // the resulting subpixel value.
    // $c \in [0,255] \cap \mathbb Z.$
    // Multiplication is exact since it's just and increase of exponent by 8
    float c=floor(byteShift*q);
    return int(c);
}

// Input: any x acceptable to significand()
// Output: significand of x split to (8,8,8)-bit data vector
ivec3 significandAsIVec3(float x)
{
    ivec3 result;
    float sig=significand(x)/2.; // shift all bits to fractional part
    result.x=part(sig,0);
    result.y=part(sig,1);
    result.z=part(sig,2);
    return result;
}

// Input: any x such that !isnan(x)
// Output: IEEE 754 defined binary32 number, packed as ivec4(byte3,byte2,byte1,byte0)
ivec4 packIEEE754binary32(float x)
{
    int e = biasedExp(x);
    // sign to bit 7
    int s = x<0. ? 128 : 0;

    ivec4 binary32;
    binary32.yzw=significandAsIVec3(x);
    // clear the implicit integer bit of significand
    if(binary32.y>=128) binary32.y-=128;
    // put lowest bit of exponent into its position, replacing just cleared integer bit
    binary32.y+=128*int(mod(float(e),2.));
    // prepare high bits of exponent for fitting into their positions
    e/=2;
    // pack highest byte
    binary32.x=e+s;

    return binary32;
}

vec4 toColor(float x)
{
    ivec4 binary32=packIEEE754binary32(x);
    // Transform color components to [0,1] range.
    // Division is inexact, but works reliably for all integers from 0 to 255 if
    // the transformation to TrueColor by GPU uses rounding to nearest or upwards.
    // The result will be multiplied by 255 back when transformed
    // to TrueColor subpixel value by OpenGL.
    return vec4(binary32)/255.;
}
const int emax=127;
// Input: x>=0
// Output: base 2 exponent of x if (x!=0 && !isnan(x) && !isinf(x))
//         -emax if x==0
//         emax+1 otherwise
int floorLog2(float x)
{
    if(x==0.) return -emax;
    // NOTE: there exist values of x, for which floor(log2(x)) will give wrong
    // (off by one) result as compared to the one calculated with infinite precision.
    // Thus we do it in a brute-force way.
    for(int e=emax;e>=1-emax;--e)
        if(x>=exp2(float(e))) return e;
    // If we are here, x must be infinity or NaN
    return emax+1;
}

// Input: any x
// Output: IEEE 754 biased exponent with bias=emax
int biasedExp(float x) { return emax+floorLog2(abs(x)); }

// Input: any x such that (!isnan(x) && !isinf(x))
// Output: significand AKA mantissa of x if !isnan(x) && !isinf(x)
//         undefined otherwise
float significand(float x)
{
    // converting int to float so that exp2(genType) gets correctly-typed value
    float expo=float(floorLog2(abs(x)));
    return abs(x)/exp2(expo);
}

// Input: x\in[0,1)
//        N>=0
// Output: Nth byte as counted from the highest byte in the fraction
int part(float x,int N)
{
    // All comments about exactness here assume that underflow and overflow don't occur
    const float byteShift=256.;
    // Multiplication is exact since it's just an increase of exponent by 8
    for(int n=0;n<N;++n)
        x*=byteShift;

    // Cut higher bits away.
    // $q \in [0,1) \cap \mathbb Q'.$
    float q=fract(x);

    // Shift and cut lower bits away. Cutting lower bits prevents potentially unexpected
    // results of rounding by the GPU later in the pipeline when transforming to TrueColor
    // the resulting subpixel value.
    // $c \in [0,255] \cap \mathbb Z.$
    // Multiplication is exact since it's just and increase of exponent by 8
    float c=floor(byteShift*q);
    return int(c);
}

// Input: any x acceptable to significand()
// Output: significand of x split to (8,8,8)-bit data vector
ivec3 significandAsIVec3(float x)
{
    ivec3 result;
    float sig=significand(x)/2.; // shift all bits to fractional part
    result.x=part(sig,0);
    result.y=part(sig,1);
    result.z=part(sig,2);
    return result;
}

// Input: any x such that !isnan(x)
// Output: IEEE 754 defined binary32 number, packed as ivec4(byte3,byte2,byte1,byte0)
ivec4 packIEEE754binary32(float x)
{
    int e = biasedExp(x);
    // sign to bit 7
    int s = x<0. ? 128 : 0;

    ivec4 binary32;
    binary32.yzw=significandAsIVec3(x);
    // clear the implicit integer bit of significand
    if(binary32.y>=128) binary32.y-=128;
    // put lowest bit of exponent into its position, replacing just cleared integer bit
    binary32.y+=128*int(mod(e,2));
    // prepare high bits of exponent for fitting into their positions
    e/=2;
    // pack highest byte
    binary32.x=e+s;

    return binary32;
}

vec4 toColor(float x)
{
    ivec4 binary32=packIEEE754binary32(x);
    // Transform color components to [0,1] range.
    // Division is inexact, but works reliably for all integers from 0 to 255 if
    // the transformation to TrueColor by GPU uses rounding to nearest or upwards.
    // The result will be multiplied by 255 back when transformed
    // to TrueColor subpixel value by OpenGL.
    return vec4(binary32)/255.;
}
const int emax=127;
// Input: x>=0
// Output: base 2 exponent of x if (x!=0 && !isnan(x) && !isinf(x))
//         -emax if x==0
//         emax+1 otherwise
int floorLog2(float x)
{
    if(x==0.) return -emax;
    // NOTE: there exist values of x, for which floor(log2(x)) will give wrong
    // (off by one) result as compared to the one calculated with infinite precision.
    // Thus we do it in a brute-force way.
    for(int e=emax;e>=1-emax;--e)
        if(x>=exp2(float(e))) return e;
    // If we are here, x must be infinity or NaN
    return emax+1;
}

// Input: any x
// Output: IEEE 754 biased exponent with bias=emax
int biasedExp(float x) { return emax+floorLog2(abs(x)); }

// Input: any x such that (!isnan(x) && !isinf(x))
// Output: significand AKA mantissa of x if !isnan(x) && !isinf(x)
//         undefined otherwise
float significand(float x)
{
    // converting int to float so that exp2(genType) gets correctly-typed value
    float expo=float(floorLog2(abs(x)));
    return abs(x)/exp2(expo);
}

// Input: x\in[0,1)
//        N>=0
// Output: Nth byte as counted from the highest byte in the fraction
int part(float x,int N)
{
    // All comments about exactness here assume that underflow and overflow don't occur
    const float byteShift=256.;
    // Multiplication is exact since it's just an increase of exponent by 8
    for(int n=0;n<N;++n)
        x*=byteShift;

    // Cut higher bits away.
    // $q \in [0,1) \cap \mathbb Q'.$
    float q=fract(x);

    // Shift and cut lower bits away. Cutting lower bits prevents potentially unexpected
    // results of rounding by the GPU later in the pipeline when transforming to TrueColor
    // the resulting subpixel value.
    // $c \in [0,255] \cap \mathbb Z.$
    // Multiplication is exact since it's just and increase of exponent by 8
    float c=floor(byteShift*q);
    return int(c);
}

// Input: any x acceptable to significand()
// Output: significand of x split to (8,8,8)-bit data vector
ivec3 significandAsIVec3(float x)
{
    ivec3 result;
    float sig=significand(x)/2.; // shift all bits to fractional part
    result.x=part(sig,0);
    result.y=part(sig,1);
    result.z=part(sig,2);
    return result;
}

// Input: any x such that !isnan(x)
// Output: IEEE 754 defined binary32 number, packed as ivec4(byte3,byte2,byte1,byte0)
ivec4 packIEEE754binary32(float x)
{
    int e = biasedExp(x);
    // sign to bit 7
    int s = x<0. ? 128 : 0;

    ivec4 binary32;
    binary32.yzw=significandAsIVec3(x);
    // clear the implicit integer bit of significand
    if(binary32.y>=128) binary32.y-=128;
    // put lowest bit of exponent into its position, replacing just cleared integer bit
    binary32.y+=128*int(mod(float(e),2.));
    // prepare high bits of exponent for fitting into their positions
    e/=2;
    // pack highest byte
    binary32.x=e+s;

    return binary32;
}

vec4 toColor(float x)
{
    ivec4 binary32=packIEEE754binary32(x);
    // Transform color components to [0,1] range.
    // Division is inexact, but works reliably for all integers from 0 to 255 if
    // the transformation to TrueColor by GPU uses rounding to nearest or upwards.
    // The result will be multiplied by 255 back when transformed
    // to TrueColor subpixel value by OpenGL.
    return vec4(binary32)/255.;
}
Add compatibility with GLSL 1.10
Source Link
Ruslan
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  • 3
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#version 120

const int emax=127;
// Input: x>=0
// Output: base 2 exponent of x if (x!=0 && !isnan(x) && !isinf(x))
//         -emax if x==0
//         emax+1 otherwise
int floorLog2(float x)
{
    if(x==0.) return -emax;
    // NOTE: there exist values of x, for which floor(log2(x)) will give wrong
    // (off by one) result as compared to the one calculated with infinite precision.
    // Thus we do it in a brute-force way.
    for(int e=emax;e>=1-emax;--e)
        if(x>=exp2(float(e))) return e;
    // If we are here, x must be infinity or NaN
    return emax+1;
}

// Input: any x
// Output: IEEE 754 biased exponent with bias=emax
int biasedExp(float x) { return emax+floorLog2(abs(x)); }

// Input: any x such that (!isnan(x) && !isinf(x))
// Output: significand AKA mantissa of x if !isnan(x) && !isinf(x)
//         undefined otherwise
float significand(float x)
{
    // converting int to float so that exp2(genType) gets correctly-typed value
    float expo=floorLog2expo=float(floorLog2(abs(x)));
    return abs(x)/exp2(expo);
}

// Input: x\in[0,1)
//        N>=0
// Output: Nth byte as counted from the highest byte in the fraction
int part(float x,int N)
{
    // All comments about exactness here assume that underflow and overflow don't occur
    const intfloat byteShift=256;byteShift=256.;
    // Multiplication is exact since it's just an increase of exponent by 8
    for(int n=0;n<N;++n)
        x*=byteShift;

    // Cut higher bits away.
    // $q \in [0,1) \cap \mathbb Q'.$
    float q=fract(x);

    // Shift and cut lower bits away. Cutting lower bits prevents potentially unexpected
    // results of rounding by the GPU later in the pipeline when transforming to TrueColor
    // the resulting subpixel value.
    // $c \in [0,255] \cap \mathbb Z.$
    // Multiplication is exact since it's just and increase of exponent by 8
    float c=floor(byteShift*q);
    return int(c);
}

// Input: any x acceptable to significand()
// Output: significand of x split to (8,8,8)-bit data vector
ivec3 significandAsIVec3(float x)
{
    ivec3 result;
    float sig=significand(x)/2;2.; // shift all bits to fractional part
    result.x=part(sig,0);
    result.y=part(sig,1);
    result.z=part(sig,2);
    return result;
}

// Input: any x such that !isnan(x)
// Output: IEEE 754 defined binary32 number, packed as ivec4(byte3,byte2,byte1,byte0)
ivec4 packIEEE754binary32(float x)
{
    int e = biasedExp(x);
    // sign to bit 7
    int s = x<0. ? 128 : 0;

    ivec4 binary32;
    binary32.yzw=significandAsIVec3(x);
    // clear the implicit integer bit of significand
    if(binary32.y>=128) binary32.y-=128;
    // put lowest bit of exponent into its position, replacing just cleared integer bit
    binary32.y+=128*int(mod(e,2));
    // prepare high bits of exponent for fitting into their positions
    e/=2;
    // pack highest byte
    binary32.x=e+s;

    return binary32;
}

vec4 toColor(float x)
{
    ivec4 binary32=packIEEE754binary32(x);
    // Transform color components to [0,1] range.
    // Division is inexact, but works reliably for all integers from 0 to 255 if
    // the transformation to TrueColor by GPU uses rounding to nearest or upwards.
    // The result will be multiplied by 255 back when transformed
    // to TrueColor subpixel value by OpenGL.
    return vec4(binary32)/255.;
}
#version 120

const int emax=127;
// Input: x>=0
// Output: base 2 exponent of x if (x!=0 && !isnan(x) && !isinf(x))
//         -emax if x==0
//         emax+1 otherwise
int floorLog2(float x)
{
    if(x==0) return -emax;
    // NOTE: there exist values of x, for which floor(log2(x)) will give wrong
    // (off by one) result as compared to the one calculated with infinite precision.
    // Thus we do it in a brute-force way.
    for(int e=emax;e>=1-emax;--e)
        if(x>=exp2(float(e))) return e;
    // If we are here, x must be infinity or NaN
    return emax+1;
}

// Input: any x
// Output: IEEE 754 biased exponent with bias=emax
int biasedExp(float x) { return emax+floorLog2(abs(x)); }

// Input: any x such that (!isnan(x) && !isinf(x))
// Output: significand AKA mantissa of x if !isnan(x) && !isinf(x)
//         undefined otherwise
float significand(float x)
{
    // converting int to float so that exp2(genType) gets correctly-typed value
    float expo=floorLog2(abs(x));
    return abs(x)/exp2(expo);
}

// Input: x\in[0,1)
//        N>=0
// Output: Nth byte as counted from the highest byte in the fraction
int part(float x,int N)
{
    // All comments about exactness here assume that underflow and overflow don't occur
    const int byteShift=256;
    // Multiplication is exact since it's just an increase of exponent by 8
    for(int n=0;n<N;++n)
        x*=byteShift;

    // Cut higher bits away.
    // $q \in [0,1) \cap \mathbb Q'.$
    float q=fract(x);

    // Shift and cut lower bits away. Cutting lower bits prevents potentially unexpected
    // results of rounding by the GPU later in the pipeline when transforming to TrueColor
    // the resulting subpixel value.
    // $c \in [0,255] \cap \mathbb Z.$
    // Multiplication is exact since it's just and increase of exponent by 8
    float c=floor(byteShift*q);
    return int(c);
}

// Input: any x acceptable to significand()
// Output: significand of x split to (8,8,8)-bit data vector
ivec3 significandAsIVec3(float x)
{
    ivec3 result;
    float sig=significand(x)/2; // shift all bits to fractional part
    result.x=part(sig,0);
    result.y=part(sig,1);
    result.z=part(sig,2);
    return result;
}

// Input: any x such that !isnan(x)
// Output: IEEE 754 defined binary32 number, packed as ivec4(byte3,byte2,byte1,byte0)
ivec4 packIEEE754binary32(float x)
{
    int e = biasedExp(x);
    // sign to bit 7
    int s = x<0 ? 128 : 0;

    ivec4 binary32;
    binary32.yzw=significandAsIVec3(x);
    // clear the implicit integer bit of significand
    if(binary32.y>=128) binary32.y-=128;
    // put lowest bit of exponent into its position, replacing just cleared integer bit
    binary32.y+=128*int(mod(e,2));
    // prepare high bits of exponent for fitting into their positions
    e/=2;
    // pack highest byte
    binary32.x=e+s;

    return binary32;
}

vec4 toColor(float x)
{
    ivec4 binary32=packIEEE754binary32(x);
    // Transform color components to [0,1] range.
    // Division is inexact, but works reliably for all integers from 0 to 255 if
    // the transformation to TrueColor by GPU uses rounding to nearest or upwards.
    // The result will be multiplied by 255 back when transformed
    // to TrueColor subpixel value by OpenGL.
    return binary32/255.;
}
const int emax=127;
// Input: x>=0
// Output: base 2 exponent of x if (x!=0 && !isnan(x) && !isinf(x))
//         -emax if x==0
//         emax+1 otherwise
int floorLog2(float x)
{
    if(x==0.) return -emax;
    // NOTE: there exist values of x, for which floor(log2(x)) will give wrong
    // (off by one) result as compared to the one calculated with infinite precision.
    // Thus we do it in a brute-force way.
    for(int e=emax;e>=1-emax;--e)
        if(x>=exp2(float(e))) return e;
    // If we are here, x must be infinity or NaN
    return emax+1;
}

// Input: any x
// Output: IEEE 754 biased exponent with bias=emax
int biasedExp(float x) { return emax+floorLog2(abs(x)); }

// Input: any x such that (!isnan(x) && !isinf(x))
// Output: significand AKA mantissa of x if !isnan(x) && !isinf(x)
//         undefined otherwise
float significand(float x)
{
    // converting int to float so that exp2(genType) gets correctly-typed value
    float expo=float(floorLog2(abs(x)));
    return abs(x)/exp2(expo);
}

// Input: x\in[0,1)
//        N>=0
// Output: Nth byte as counted from the highest byte in the fraction
int part(float x,int N)
{
    // All comments about exactness here assume that underflow and overflow don't occur
    const float byteShift=256.;
    // Multiplication is exact since it's just an increase of exponent by 8
    for(int n=0;n<N;++n)
        x*=byteShift;

    // Cut higher bits away.
    // $q \in [0,1) \cap \mathbb Q'.$
    float q=fract(x);

    // Shift and cut lower bits away. Cutting lower bits prevents potentially unexpected
    // results of rounding by the GPU later in the pipeline when transforming to TrueColor
    // the resulting subpixel value.
    // $c \in [0,255] \cap \mathbb Z.$
    // Multiplication is exact since it's just and increase of exponent by 8
    float c=floor(byteShift*q);
    return int(c);
}

// Input: any x acceptable to significand()
// Output: significand of x split to (8,8,8)-bit data vector
ivec3 significandAsIVec3(float x)
{
    ivec3 result;
    float sig=significand(x)/2.; // shift all bits to fractional part
    result.x=part(sig,0);
    result.y=part(sig,1);
    result.z=part(sig,2);
    return result;
}

// Input: any x such that !isnan(x)
// Output: IEEE 754 defined binary32 number, packed as ivec4(byte3,byte2,byte1,byte0)
ivec4 packIEEE754binary32(float x)
{
    int e = biasedExp(x);
    // sign to bit 7
    int s = x<0. ? 128 : 0;

    ivec4 binary32;
    binary32.yzw=significandAsIVec3(x);
    // clear the implicit integer bit of significand
    if(binary32.y>=128) binary32.y-=128;
    // put lowest bit of exponent into its position, replacing just cleared integer bit
    binary32.y+=128*int(mod(e,2));
    // prepare high bits of exponent for fitting into their positions
    e/=2;
    // pack highest byte
    binary32.x=e+s;

    return binary32;
}

vec4 toColor(float x)
{
    ivec4 binary32=packIEEE754binary32(x);
    // Transform color components to [0,1] range.
    // Division is inexact, but works reliably for all integers from 0 to 255 if
    // the transformation to TrueColor by GPU uses rounding to nearest or upwards.
    // The result will be multiplied by 255 back when transformed
    // to TrueColor subpixel value by OpenGL.
    return vec4(binary32)/255.;
}
replaced http://stackoverflow.com/ with https://stackoverflow.com/
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This is a copy-paste of my answer to the same question at StackOverflow.

This is a copy-paste of my answer to the same question at StackOverflow.

Add syntax highlighting
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Ruslan
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Ruslan
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