In order to pack a floating-point value in a vec2, vec3 or vec4, either the range of the source values has to be restricted and well specified, or the exponent has to be stored somehow too.
In general, if the significant digits of a floating-point number should be pack in bytes, consecutively 8 bits packages have to be extract from the the significant digits and have to be stored in a byte.
Encode a floating point number in a restricted and predefined range
A value range [minVal, maxVal] must be defined which includes all values that are to be encoded and the value range must be mapped to the range from [0.0, 1.0].
Encoding of a floating point number in the range [minVal, maxVal] to vec2, vec3 and vec4:
vec2 EncodeRangeV2( in float value, in float minVal, in float maxVal )
{
value = clamp( (value-minVal) / (maxVal-minVal), 0.0, 1.0 );
value *= (256.0*256.0 - 1.0) / (256.0*256.0);
vec3 encode = fract( value * vec3(1.0, 256.0, 256.0*256.0) );
return encode.xy - encode.yz / 256.0 + 1.0/512.0;
}
vec3 EncodeRangeV3( in float value, in float minVal, in float maxVal )
{
value = clamp( (value-minVal) / (maxVal-minVal), 0.0, 1.0 );
value *= (256.0*256.0*256.0 - 1.0) / (256.0*256.0*256.0);
vec4 encode = fract( value * vec4(1.0, 256.0, 256.0*256.0, 256.0*256.0*256.0) );
return encode.xyz - encode.yzw / 256.0 + 1.0/512.0;
}
vec4 EncodeRangeV4( in float value, in float minVal, in float maxVal )
{
value = clamp( (value-minVal) / (maxVal-minVal), 0.0, 1.0 );
value *= (256.0*256.0*256.0 - 1.0) / (256.0*256.0*256.0);
vec4 encode = fract( value * vec4(1.0, 256.0, 256.0*256.0, 256.0*256.0*256.0) );
return vec4( encode.xyz - encode.yzw / 256.0, encode.w ) + 1.0/512.0;
}
Decodeing of a vec2, vec3 and vec4 to a floating point number in the range [minVal, maxVal]:
float DecodeRangeV2( in vec2 pack, in float minVal, in float maxVal )
{
float value = dot( pack, 1.0 / vec2(1.0, 256.0) );
value *= (256.0*256.0) / (256.0*256.0 - 1.0);
return mix( minVal, maxVal, value );
}
float DecodeRangeV3( in vec3 pack, in float minVal, in float maxVal )
{
float value = dot( pack, 1.0 / vec3(1.0, 256.0, 256.0*256.0) );
value *= (256.0*256.0*256.0) / (256.0*256.0*256.0 - 1.0);
return mix( minVal, maxVal, value );
}
float DecodeRangeV4( in vec4 pack, in float minVal, in float maxVal )
{
float value = dot( pack, 1.0 / vec4(1.0, 256.0, 256.0*256.0, 256.0*256.0*256.0) );
value *= (256.0*256.0*256.0) / (256.0*256.0*256.0 - 1.0);
return mix( minVal, maxVal, value );
}
Note,Since a standard 32-bit [IEEE 754][2] number has only 24 significant digits, it is completely sufficient to encode the number in 3 bytes.
Encode the significant digits and the exponent of a floating point number
Encoding of the significant digits of a floating point number and its exponent to vec2, vec3 and vec4:
vec2 EncodeExpV2( in float value )
{
int exponent = int( log2( abs( value ) ) + 1.0 );
value /= exp2( float( exponent ) );
value = (value + 1.0) * 255.0 / (2.0*256.0);
vec2 encode = fract( value * vec2(1.0, 256.0) );
return vec2( encode.x - encode.y / 256.0 + 1.0/512.0, (float(exponent) + 127.5) / 256.0 );
}
vec3 EncodeExpV3( in float value )
{
int exponent = int( log2( abs( value ) ) + 1.0 );
value /= exp2( float( exponent ) );
value = (value + 1.0) * (256.0*256.0 - 1.0) / (2.0*256.0*256.0);
vec3 encode = fract( value * vec3(1.0, 256.0, 256.0*256.0) );
return vec3( encode.xy - encode.yz / 256.0 + 1.0/512.0, (float(exponent) + 127.5) / 256.0 );
}
vec4 EncodeExpV4( in float value )
{
int exponent = int( log2( abs( value ) ) + 1.0 );
value /= exp2( float( exponent ) );
value = (value + 1.0) * (256.0*256.0*256.0 - 1.0) / (2.0*256.0*256.0*256.0);
vec4 encode = fract( value * vec4(1.0, 256.0, 256.0*256.0, 256.0*256.0*256.0) );
return vec4( encode.xyz - encode.yzw / 256.0 + 1.0/512.0, (float(exponent) + 127.5) / 256.0 );
}
Decoding of a vec2, vec3 and vec4 to he significant digits of a floating point number and its exponent:
float DecodeExpV2( in vec2 pack )
{
int exponent = int( pack.z * 256.0 - 127.0 );
float value = pack.x * (2.0*256.0) / 255.0 - 1.0;
return value * exp2( float(exponent) );
}
float DecodeExpV3( in vec3 pack )
{
int exponent = int( pack.z * 256.0 - 127.0 );
float value = dot( pack.xy, 1.0 / vec2(1.0, 256.0) );
value = value * (2.0*256.0*256.0) / (256.0*256.0 - 1.0) - 1.0;
return value * exp2( float(exponent) );
}
float DecodeExpV4( in vec4 pack )
{
int exponent = int( pack.w * 256.0 - 127.0 );
float value = dot( pack.xyz, 1.0 / vec3(1.0, 256.0, 256.0*256.0) );
value = value * (2.0*256.0*256.0*256.0) / (256.0*256.0*256.0 - 1.0) - 1.0;
return value * exp2( float(exponent) );
}
See also the answer to the following question: