These are simply much more complex to implement in hardware, and typically
will only be put into HPC applications.
+Note that `pow` is commonly used in Blinn-Phong shading (the shading model used
+by OpenGL 1.0 and commonly used by shader authors that need basic 3D graphics
+with specular highlights), however it can be sufficiently emulated using
+`pow(b, n) = exp2(n*log2(b))`.
+
* **Zfrsqrt**: Reciprocal square-root.
## Trigonometric subsets
ASINH( x ) = ln( x + SQRT(x**2+1))
+`pow` sufficient for 3D Graphics:
+
+ pow(b, x) = exp2(x * log2(b))
+
# Evaluation and commentary
Moved to [[discussion]]