CRT emulation
Faking an old tube monitor: horizontal scanlines, a slightly bulged screen, glowing phosphor bleed, and color fringing at the edges.
See it
What it is
A CRT never showed you clean pixels. Emulating one means stacking the artifacts of the hardware: horizontal scanlines (dark gaps between the electron beam's passes), an RGB shadow mask or aperture grille at the subpixel level, barrel curvature with rounded bezel corners, phosphor bloom where bright areas glow into their neighbors, a vignette, and a touch of color fringing.
Two or three of those get you 90 percent of the read. Scanlines plus glow plus a slight bulge is the whole trick for a terminal UI, a game landing page, or anything y2k, vaporwave, or found-footage. The reference implementations live in emulator shaders (CRT-Royale, crt-lottes in RetroArch) if you want to see how far the rabbit hole goes.
Gotcha: scanlines fight your pixel grid. Fixed-height lines drawn over a display that scales them non-integer produce moire banding that crawls when the page scrolls, and it looks worse on retina. Tie the line spacing to device pixels, keep the whole effect off body copy (readability drops hard), and skip the rolling flicker bar entirely if photosensitivity matters, or gate it behind prefers-reduced-motion.
Ask AI for it
Give this section a CRT monitor treatment: overlay repeating horizontal scanlines (1px dark line every 3px, low opacity), add a soft outer glow and slight bloom on the bright text so it bleeds into the background, apply a gentle barrel distortion so the screen bulges toward the center, round the corners like a bezel, and finish with a dark vignette plus a faint green phosphor tint. Keep the text readable underneath.