That looks decent with that particular content and gtu is a nice older shader. However, anything sprite-based will have overly blurred high-contrast edges, which can have a bad effect on the artwork. Details like small text, small icons, drop shadows, etc will also be overly blurred with such settings. On a (well-maintained) CRT, high-contrast edges remain nice and sharp. That’s why you need something like guest-dr-venom’s subtractive sharpening. CRT-royale has bicubic sharpening which does something similar (they might actually be the same thing, not sure tbh).
@hunterk can bicubic-sharp be ported to glsl and slang, and can parameters be added to adjust the level of sharpening?
Edit: here are some examples illustrating what I’m talking about.
horizontal sharpness 3.00, subtractive sharpness 1.00
horizontal sharpness 3.00, subtractive sharpness 0.00
horizontal sharpness 3.00, subtractive sharpness 1.00
horizontal sharpness 3.00, subtractive sharpness 0.00