Which is precisely the kind of process that we’re trying to come up with a shortcut to avoid in the case of this division we’re trying to produce.
Whereas multiplying by a specific number can be reduced to a concrete, limited number of shifts and adds, like this process is deriving for a specific division.
That said, if you want a bitwise multiply algorithm, I have written one. It’s slow, but enables 64 and 128 bit multiplies in glsl, which has no 64 or 128 bit multiply or add intrinsic. See add() and mult() in the “common” buffer. https://www.shadertoy.com/view/7dfyRM