#shader vertex #version 440 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 440 core uniform vec4 u_Color; uniform float u_Time; out vec4 FragColor; void main() { if (mod(gl_FragCoord.x + gl_FragCoord.y + (u_Time * 4.0), 4.0) < 2.0) discard; vec4 finalColor = u_Color; FragColor = finalColor; }