On Android, it was perfect before. I noticed some differences as crt-consumer.glsl was the only shader with 1 pass (retroarch 1.15) but after updating shaders you see:
convergence.glsl
linearize.glsl
glow_x.glsl
glow_y.glsl
then crt_consumer.glsl.
Output is a blurry mess so I've gone back to the original way of doing things but mentioned it in case its a bug to be fixed as I don't know why all that extra stuff is in what should be a lightweight shader?