float Helper_SwizzleAdd(float x, float y, int mask) { vec4 xLut = vec4(1.0, -1.0, 1.0, 0.0); vec4 yLut = vec4(1.0, 1.0, -1.0, 1.0); int lutIdx = (mask >> (int($SUBGROUP_INVOCATION$ & 3u) * 2)) & 3; return x * xLut[lutIdx] + y * yLut[lutIdx]; }