Fast Blur (using accumulated sums) - WebGL 2.0

Same demo as the CPU except the summed texture is uploaded to the GPU and the lookup if performed in a fragment shader.

Note: needs WebGL 2.0 to use a single texture storing a 32-bit accumulated sum for each channel per pixel. A WebGL 1.0 version could be made with splitting the channels into separate textures and packing the sum into the rgba bytes.

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