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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;
}
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