These effects depend on treating the input as scanlines and pixels - and with modern web rendering approaches, there are too many unit conversions and abstraction layers in the way.
Anyway, nice article. Although I wish he'd expand on how to properly do the horizontal blur step - does it take gamma into account? If so how, and if not why not?
(I also wish I could just ask him, but current trends seem to mandate that personal websites and blogs shall not offer ways to leave feedback or comments, let alone a way to contact the author - "follow me on $current_shitty_social_network" doesn't count.)
P.S.: in the "Small World" department, that Cold Dreams screenshot from MobyGames was submitted by me. :) Jeez, 2013...