<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>