[bug] power don't work with negative values in Decals

Don’t ask me. Ask Microsoft and Khronos Group. It is how shaders work.

If you’re talking why Epic changed it. So it’s to avoid spiking when negative base is used.

I think it is clear that optimization made not by Epic.

Wen you type pow(x,2) it will be interpreted by the driver as x*x. Shader code will be the same.
But that creates major issue. pow(x,y) is defined as pow(x,y) = exp2 (y * log2 (x)) and it is not defined when X < 0. So even values of Y produce “errors” when Y defined explicitly.