You can get glowing eyes by using a Spherical Gradient shaped further with a ColorRamp, and run through and Emission Shader. To get the "Pupils" in the right place, you will have to use individual Mapping Nodes for each, and position them manually (based on the shape/position of your mesh(s)). Since it's just black and white, you can get away with plugging the emission straight into the material output, but you said you wanted a "glass screen" (I take as shiny) surface, so in my example, I mixed it with the Principled BSDF with the Roughness set to 0. Don't forget to turn on Bloom.
