#shader vertex #version 460 core layout(location = 0) in vec3 VertexPosition; uniform mat4 u_Projection; uniform mat4 u_View; uniform mat4 u_Model; void main() { gl_Position = u_Projection * u_View * u_Model * vec4(VertexPosition, 1.0f); } #shader fragment #version 460 core uniform vec4 u_Color; out vec4 FragColor; void main() { if(mod(gl_FragCoord.x / 4.0 + gl_FragCoord.y / 4.0, 4.0) < 2.0) discard; FragColor = u_Color; }