SwizzleAdd.glsl 254 B

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  1. float Helper_SwizzleAdd(float x, float y, int mask)
  2. {
  3. vec4 xLut = vec4(1.0, -1.0, 1.0, 0.0);
  4. vec4 yLut = vec4(1.0, 1.0, -1.0, 1.0);
  5. int lutIdx = mask >> int(gl_SubGroupInvocationARB & 3u) * 2;
  6. return x * xLut[lutIdx] + y * yLut[lutIdx];
  7. }