#import bevy_pbr::{ mesh_view_bindings::globals, forward_io::VertexOutput, } @fragment fn fragment(in: VertexOutput) -> @location(0) vec4 { let pos: vec2 = 10 * floor(3500 * in.uv); let brightness: vec3 = vec3(max((fract(dot(sin(pos),pos)) - 0.995) * 90.0, 0.0)); return vec4(0.01 * brightness, 1.0); }