jdgleaver wrote:
Oops... OK, I can see where that went wrong...
Please try the new attached version!

- Screenshot_2018-03-28-01-01-15.png (759.39 KiB) Viewed 118176 times
Same as before i try modified it
Look like this better that before but dot pixel are bigger...
Can u overlook what can fix
<vertex>
attribute vec2 a_vertex_coordinate;
attribute vec2 a_texture_coordinate;
uniform COMPAT_PRECISION vec4 u_texture_size;
varying COMPAT_PRECISION vec2 v_texture_coordinate;
void main()
{
gl_Position = vec4(a_vertex_coordinate.xy, 0.0, 1.0);
v_texture_coordinate = a_texture_coordinate;
}
</vertex>
<fragment>
#ifndef BRIGHTEN_SCANLINES
#define BRIGHTEN_SCANLINES 16.0
#endif
#ifndef BRIGHTEN_LCD
#define BRIGHTEN_LCD 4.0
#endif
uniform COMPAT_PRECISION sampler2D u_texture;
uniform COMPAT_PRECISION vec4 u_texture_size;
varying COMPAT_PRECISION vec2 v_texture_coordinate;
const COMPAT_PRECISION float brighten_scanlines = BRIGHTEN_SCANLINES;
const COMPAT_PRECISION float brighten_lcd = BRIGHTEN_LCD;
const COMPAT_PRECISION vec3 offsets = 2.0 * vec3(1.0/2.0, 1.0/2.0 - 2.0/3.0, 1.0/2.0 - 4.0/3.0);
void main()
{
COMPAT_PRECISION vec2 omega = 2.0 * 2.0 * u_texture_size.zw;
COMPAT_PRECISION vec3 res = texture2D(u_texture, v_texture_coordinate).rgb;
COMPAT_PRECISION vec2 angle = v_texture_coordinate * omega;
COMPAT_PRECISION float xfactor = (brighten_scanlines + sin(angle.x)) / (brighten_scanlines + 1.0);
COMPAT_PRECISION vec3 yfactor = (brighten_lcd + sin(angle.y + offsets)) / (brighten_lcd + 1.0);
COMPAT_PRECISION vec3 color = xfactor * yfactor * res;
gl_FragColor = vec4(color, 1.0);
}
</fragment>