Yeah, my first try with shaders, so extremely simple calculation.
I used Commodore 64 colours that are usually quite de-saturated, so tried to boost it a little, and made every 3rd pixel slightly darker to make it look like CRT pixels.
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
varying vec3 v_vPosition;
uniform float time;
void main()
{
vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
float HueFactor;
if (mod(v_vPosition.y, 2.0) >= 1.0) {
HueFactor = 1.2;
} else if (mod(v_vPosition.x, 2.0) >= 1.0) {
HueFactor = 1.4;
}
col.r *= HueFactor;
col.b *= HueFactor;
col.g *= HueFactor;
gl_FragColor = col;
}