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