Here is the final result in the image below:
The source code used by me:
vertex shader
varying vec3 normal;
void main() {
normal = gl_NormalMatrix * gl_Normal;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
fragment shader
varying vec3 normal;
void main() {
float scale = 1.0 / 10.0;
float frx = fract(gl_FragCoord.x * scale);
float fry = fract(gl_FragCoord.y * scale);
gl_FragColor = vec4(frx,fry,0.0,1.0);
}