It’s an effect which needs some room to develop as two tints share the same line of input pixels. It looks a notch better with 1440p and can also be combined with vertical deconvergence. If a scale factor of for example 5.0 is used, then the middle (3rd) pixel won’t get any coloring.
Current coding also works quite nice with non integer scaling and doesn’t produce odd looking scanlines, which tends to happen very easily with a more aggressive approach.
I can add a notch of strength though, but more will produce unwanted effects.
Current implementation:
With more strength:
It can be tried out with this code replacement (gdv-advanced main pass, line 738, 739):
float ds1 = min(pow(2.0*f1 + 0.01, 0.5*f2), 1.0);
float ds2 = min(pow(2.0*f2 + 0.01, 0.5*f1), 1.0);