> The auto pre-scale of HLSL has a bug, that result in a much too small render target > and you will see these blurry uneven scanlines; not to mention how a shadow mask > looks. Therefore you should define a pre-scale which fits your vertical screen > resolution and the vertical resolution of the game best. > > e.g. > Screen resolution: 1600x900 > Game resolution: 320x224 > Pre-scale: 900 / 224 ~ 4 > > You also can use higher pre-scales, but this will decrease your performance. > > Anyway, I'm working to get rid of the manual pre-scale definition by using a > correctly sized render target that suits the used resolution. > > Scanlines > > > Shadow Mask
That how it look on the GLSL (CRT-geom-halation shader) No messy blur lines. Matches the HLSL Wip Auto Pre-scale the 3rd screen.
If you want. Make it where the lines flicker by lighten and darken up. The flick per second or so. Only see it flickering with the screen darken up.
For example. I know it not a CRT. But the CRT does the same.