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content/posts/forbidden.md

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title = "Why Shaders Turn Black: A Practical Guide to pow() and sqrt()"
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date = "2025-08-13"
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[taxonomies]
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tags=["GPU","math","shaders", "GLSL"]
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## <span style="color:orange;">Why Shaders Turn Black: A Practical Guide to pow() and sqrt()</span>
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Black pixels appearing in a shader often trace back to a mathematical domain error. The most common sources are the `sqrt()` and `pow()` functions when they receive invalid inputs.
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In GLSL, `sqrt(x)` is undefined if `x` is negative. Similarly, `pow(x, y)` is undefined if `x` is negative and `y` is not an integer. When asked to perform an undefined operation, most GPUs return `NaN` (Not a Number). Any further math involving this `NaN` also results in `NaN`, and the renderer typically draws these pixels as black. To make matters worse, compilers often won't warn you about this potential problem, making the bug difficult to trace in a complex shader.
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### Visualizing the Error and the Fix
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The following demos show the problem in action. The left side (red) performs the math naively. The right side (green) uses `abs()` to prevent errors.
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**1. The `sqrt()` Domain Error**
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Graphing `y = sqrt(sin(x))`. The gaps on the left show where `sin(x)` is negative and the math fails.
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<div align="center">
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<iframe width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/W3yXWc?gui=true&t=10&paused=true&muted=false" allowfullscreen></iframe>
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</div>
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**2. The `pow()` Domain Error**
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Graphing `y = pow(sin(x), 2.5)`. The same issue occurs, breaking the function where the base is negative.
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<div align="center">
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<iframe width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/33GSDc?gui=true&t=10&paused=true&muted=false" allowfullscreen></iframe>
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</div>
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<br>
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*<small>Note: If a shader appears broken, try refreshing the page as Shadertoy can sometimes be unstable.</small>*
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### The Technical Reality Behind the Error
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Using `abs()` fixes the black pixels, but it's crucial to understand *why* the failure occurs to write better code.
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GPUs don't calculate powers through repeated multiplication. For performance, they use the mathematical identity: **`pow(x, y) = exp2(y * log2(x))`**(see ref). The failure point is `log2(x)`. The logarithm of a negative number is undefined in the real number system. Therefore, any negative `x` passed to `pow()` causes the internal calculation to fail and produce a `NaN`.
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While `abs()` prevents `NaN`s, it can introduce silent mathematical bugs. Consider `(-2)³`, which should be `-8`.
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- `pow(-2.0, 3.0)` might fail due to the `log/exp` implementation.
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- `pow(abs(-2.0), 3.0)` will incorrectly return `8`.
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This error can invert lighting or break procedural patterns. When you need to preserve the sign for odd integer powers, the correct pattern is:
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```glsl
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float result = pow(abs(x), y) * sign(x);
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```
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A conditional check like `if (x >= 0.0)` might seem safe, but it's a performance trap. Branches cause 'thread divergence' on GPUs, hurting the parallelism that makes them fast. Branchless functions like `abs()`, `max()`, and `sign()` are far more efficient (see: [theorangeduck](https://theorangeduck.com/page/avoiding-shader-conditionals), See: [3](https://gpuopen.com/download/GDC2017-Advanced-Shader-Programming-On-GCN.pdf)).
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Writing robust shader code means handling these cases smartly. For integer powers, explicit multiplication like `x*x` is always better than `pow(x, 2.0)` [1,2]. It's faster and avoids the log/exp path entirely. To prevent floating-point errors from creating negative inputs later, proactively clamp values with `max(value, 0.0)` or `saturate(value)`, especially after operations like `dot()`.
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Finally, use `abs()` with care. It's a tool for getting a magnitude, not a universal patch. If you need to preserve a negative sign with an odd power, the `sign(x) * pow(abs(x), y)` pattern is the mathematically correct approach.
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### References
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[1] [Khronos Forums Discussion: "Pow(x, 2) different then x*x?"](https://community.khronos.org/t/pow-x-2-different-then-x-x/70839/3)
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[2] [Register pressure in AMD CDNA2™ GPUs](https://gpuopen.com/learn/amd-lab-notes/amd-lab-notes-register-pressure-readme/)
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[3] [ADVANCED SHADER PROGRAMMING ON GCN](https://gpuopen.com/download/GDC2017-Advanced-Shader-Programming-On-GCN.pdf)

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