The css image effects should hopefully be implemented with GPU shaders on most modern platforms.
This runs at 165 fps in Shadertoy for me (warning all constants are wild guesses, use "pebbles" for iChannel1):
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
float blurRadius = clamp(1.5 * (texture(iChannel1, uv/2.0 + vec2(iTime, iTime / 2.0)/6.0).x - 0.5) + 0.5, 0.0, 1.0);
float mipmapLevel = fwidth(uv).x;
float biasedMip = mipmapLevel + blurRadius * 4.0;
vec3 final = (3.0/8.0) * textureLod(iChannel0, uv, biasedMip).xyz;
for (float i = 0.0; i < 6.28; i += 6.28/5.0) {
final += (1.0/8.0) * textureLod(iChannel0, uv + 0.02 * blurRadius * vec2(sin(i), cos(i)), biasedMip).xyz;
}
// Output to screen
fragColor = vec4(final.xyz,1.0);
}