float Helper_ShuffleUp(float x, uint index, uint mask) { uint clamp = mask & 0x1fu; uint segMask = (mask >> 8) & 0x1fu; uint minThreadId = gl_SubGroupInvocationARB & segMask; uint srcThreadId = gl_SubGroupInvocationARB - index; return (srcThreadId >= minThreadId) ? readInvocationARB(x, srcThreadId) : x; }