<script>
var myVid, canvas, context;
var cw, ch;
var blurH, blurV;
function init() {
myVid = document.getElementById('myVid');
canvas = document.getElementById('myCanvas');
context = canvas.getContext('2d');
blurH = 100; // a number bigger than 0
blurV = 1; // a number bigger than 0
cw = Math.floor(canvas.clientWidth / blurH);
ch = Math.floor(canvas.clientHeight / blurV);
canvas.width = cw;
canvas.height = ch;
return setInterval(drawVid, 10);
}
function drawVid() {
if (myVid.paused || myVid.ended) { return false; }
context.drawImage(myVid,0,0,cw,ch);
// setTimeout(drawVid,100,myVid,canvas,cw,ch);
}
</script>
</head>
<body onload="init()" >
<canvas id="myCanvas"></canvas>
<video id="myVid" loop autoplay width="0" height="0">
<source src="vid/movie.webm" type="video/webm">
<source src="vid/movie.ogv" type="video/ogg">
<source src="vid/movie.mp4" type="video/mp4">
</video>