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