javascript,svg,setinterval,snap.svg,glow
I'm going to show a slightly different way of doing a filter, which I think should work for any filter, as you can just dictate it via normal svg markup which then opens up a few more filters that you may find out there on the internet to use. So...
The only reason why resolution variable is used is only to get a valid uv mapping. Generally, I would recommend you to add texture coordinates (uv mapping) to your Square. You will not have to use textures, only texture coordinates. In this case your fragment shader would be: uniform float...