reduced multiplication cost in Gauss filtering #24
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Instead of using Gauss as (g1 x_1 + g2 x_2), we use (u x_1 + (1-u) x_2) v, where v=g1+g2 and u=g1/v
u is handled by linear interpolation of the texture engine, so we need only one multiplication.
Still not perfect, but this shifts the performance bottleneck and reduces the time in Gauss filtering by at least 20% for the first octaves.