A very rough solution, based on this cool shader: http://madebyevan.com/shaders/grid/

jsfiddle example

Code of shaders:

```
var vertexShader = `
uniform float time;
varying vec3 pos;
void main() {
pos = position;
vec3 p = position;
p.y = sin(p.x * .1 - time) * cos(p.z * .1 - time) * 5.;
gl_Position = projectionMatrix * modelViewMatrix * vec4(p,1.0);
}
`;
var fragmentShader = `
/* based on http://madebyevan.com/shaders/grid/ */
#extension GL_OES_standard_derivatives : enable
varying vec3 pos;
uniform float time;
float line(float width, vec3 step){
vec3 tempCoord = pos / step;
vec2 coord = tempCoord.xz;
vec2 grid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord * width);
float line = min(grid.x, grid.y);
return 1. - min(line, 1.0);
}
void main() {
float v = line(1., vec3(1.)) + line(1.5, vec3(10.));
vec3 c = v * vec3(0., 1., 1.) * (sin(time * 5. - pos.z * .25) * .5 + .5);
c = mix(vec3(1), c, v);
gl_FragColor = vec4(c, 1.0);
}
`;
```