Let's say there is one texture: 6000x6000
I only need to blur one part, let's say the center rectangle 100x100
If I use vertex shader to put the interested area to this center rectangle, by inputting the coordinates of the 4 points and their corresponding texture coordinates in the big texture, I think the fragment shader only process the pixels in the center rectangle.
In my understanding, a regular GPU cannot really handle 6000x6000 pixels concurrently; it will divide to several segments. Now with 100x100, all pixels can be processed simultaneously, so it would be faster.
Is my understanding correct?