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 66219 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>