The way you have the brighter ambient-lit tube here reminded me of something. Is there a way to have it subtly display the mask instead of just a smooth surface? Not like the Black Level (Adds Scanlines Over Black)
setting where it only does the scanlines, but actually the full mask, which the scanlines are then drawn on top of rather than having them just floating on empty black.
I looked through the settings a few times but couldn’t find anything that did it but I may have missed something. If it’s not currently an option, please consider implementing it! I think it would go a long way toward making everything look more convincing for me. Particularly in combination with a little signal noise which currently looks a bit odd without the rest of the mask being slightly visible as well.
I’m also curious about the hum bar. I want to try using it as a sort of flicker or “partial BFI” but the fastest setting of “3” just splits the screen across the center, alternating top and bottom halves every other frame. I suppose “2” would be the full screen, but maybe there are some in-between values that would cause the “split” to still move each frame? In other words, a combination of the slower bar and the faster flicker, I guess.
It would also be great if it could run at a higher frame rate than the game itself to take advantage of a higher refresh rate. I tried messing with different VSync intervals but I’m not really capable of noticing what effect that has on the flicker, if any. But if the shader could multiply the game’s native frame rate and draw the effects at that higher rate, and then still sync the output, that would probably do the trick.