[libGDX] Scanlines problem with OrthographicCamera

I want to display a semi-transparent texture over the top of my game to create a scanlines effect. The texture is a png with alternating black and transparent lines. To achieve this, I’ve got two problems to overcome:

  1. How to create a texture that is the size of the device’s screen resolution, then tile it with my 64x64 scanline png?

  2. My game uses an OrthographicCamera to scale the game screen to the size of whatever device it is running on. This means that I can’t simply draw the scanlines texture created in step 1 as I want to scanlines to always be 1 pixel in height of the device’s resolution.

This is what I have so far for problem 1:

Texture texScanlines = globals.spritesAtlas.findRegion("Scanlines").getTexture();
texScanlines.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
TextureRegion imgTextureRegion = new TextureRegion(texScanlines);
imgTextureRegion.setRegion(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());

scanlines = new Sprite(imgTextureRegion);

However, this does not work. When creating the Texture using the texture atlas region, the whole texture atlas is being drawn instead of just the selected region. Any pointers?