Looks like work for some shaders.
I see a vignette and a grid you probably want to create manually.
But the Vignette looks like this in glsl:
float dist = distance(uvVarying, vec2(0.5,0.5));
gl_FragColor=texture2D(texture0, uvVarying)*(1.0-dist);
I see a Blur effect which you can find in the Shaders Bloom example shipped with AGK.
Looks like this (you'll need to run a vertical and horizontal blur):
uniform float agk_time;
uniform vec2 agk_resolution;
uniform sampler2D texture0;
varying vec2 uvVarying;
vec2 PixelOffsets [ 13 ];
float BlurWeights [ 13 ];
void main()
{
PixelOffsets[ 0 ] = vec2( -6, 0 );
PixelOffsets[ 1 ] = vec2( -5, 0 );
PixelOffsets[ 2 ] = vec2( -4, 0 );
PixelOffsets[ 3 ] = vec2( -3, 0 );
PixelOffsets[ 4 ] = vec2( -2, 0 );
PixelOffsets[ 5 ] = vec2( -1, 0 );
PixelOffsets[ 6 ] = vec2( 0, 0 );
PixelOffsets[ 7 ] = vec2( 1, 0 );
PixelOffsets[ 8 ] = vec2( 2, 0 );
PixelOffsets[ 9 ] = vec2( 3, 0 );
PixelOffsets[ 10 ] = vec2( 4, 0 );
PixelOffsets[ 11 ] = vec2( 5, 0 );
PixelOffsets[ 12 ] = vec2( 6, 0 );
BlurWeights [ 0 ] = 0.002216;
BlurWeights [ 1 ] = 0.008764;
BlurWeights [ 2 ] = 0.026995;
BlurWeights [ 3 ] = 0.064759;
BlurWeights [ 4 ] = 0.120985;
BlurWeights [ 5 ] = 0.176033;
BlurWeights [ 6 ] = 0.200496;
BlurWeights [ 7 ] = 0.176033;
BlurWeights [ 8 ] = 0.120985;
BlurWeights [ 9 ] = 0.064759;
BlurWeights [ 10 ] = 0.026995;
BlurWeights [ 11 ] = 0.008764;
BlurWeights [ 12 ] = 0.002216;
vec2 scale = 1.0/agk_resolution.xy;
vec4 color = vec4(0,0,0,0);
for (int i = 0; i < 13; i++) {
//convert pixel offsets into texel offsets via the inverse view values.
color += texture2D( texture0, uvVarying + PixelOffsets[i].xy*scale ) * BlurWeights[i];
}
gl_FragColor = color;
}
And the Grapth itself which could consist of a black and white path of the line blended with a horizontal fading texture which scrolls from left to right
you could probably calculate the scrolling texture in the shader but to have maximal control over the fading behavior I recommend a 1D texture.
Look here for a
scan line shader I made
But I'm sure it can also be done with a nifty sprite trickery