Reply 20 of 27, by GPDP
Indeed, the interlacing code was only added later. I meant to say the version I specifically used to make that shot was made with that version of the shader, although with a bit of code change to disable the interlacing.
Anyway, I first became aware of this phenomenon when I ported this shader for use with the OpenGL2 plugin for Playstation emulators (namely ePSXe and PCSX-R), which supports GLSL shaders similar to bsnes. It's kind of a rough port, since you have to specify a window resolution for the dot mask emulation to work, but it works. However, the OpenGL2 plugin allows you to set separate X and Y internal resolution "levels", and I noticed raising the internal Y resolution above native made the scanlines disappear just like with the version we're currently discussing. From playing with the shader code, I found out doubling the rubyTextureSize uniform on the Y axis alone value also does this (doubling it on the X axis results in less horizontal blur), although it does not correspond with a raise in internal resolution, of course.
So yeah, merely doubling the texture size alone does not produce the desired effect. Something else has to be done.