Hey! Glad you asked. Standard phosphor mask emulation on modern displays is horizontally linear on purpose, because masks would need to be interpolated with non-integer factors if they are bent into a curved shape.
This is usually visualy acceptable only, if the mask width is quite large, like 4+. Most implementations, which comply to curvature, take a RGB type mask, enlarge it with interpolation an then the results are acceptable. Downside is that this doesn’t work to well for narrow (hight TVL)/sharp edged masks and double implementation would be needed for these.
Another honorable mention is last pass of crt royale, which solves these problems with the last geometry_AA pass, which can be added as the last pass. It can take a flat masked “image”, add 3D curvature and smooth out interpolation irregularities with some advanced AA technique.
If you want to test it, load a preset, increase the number of shader passes by 1 and then add this pass.