int xOff = 0; for (int y = thumbBounds.y + 4; y < (thumbBounds.y + thumbBounds.height - 4); y++) {  if ((y % 2) == 0) g.setColor(thumbHighlightColor); else g.setColor(thumbDarkShadowColor);  for (int x = thumbBounds.x + 3 + (xOff); x < (thumbBounds.x + thumbBounds.width - 3); x = x + 4) { g.drawLine(x, y, x, y); }   xOff++; if (xOff > 3) xOff = 0;  }
MetalUtils.fillMetalPattern(g, thumbBounds.x + 3, thumbBounds.y + 3, thumbBounds.width - 6, thumbBounds.height - 6, thumbHighlightColor, thumbDarkShadowColor);
  protected void paintThumb(Graphics g, JComponent c, Rectangle thumbBounds)  {    // first we fill the background    g.setColor(thumbColor);    g.fillRect(thumbBounds.x, thumbBounds.y, thumbBounds.width,               thumbBounds.height);    // draw the outer dark line    g.setColor(thumbDarkShadowColor);    g.drawRect(thumbBounds.x, thumbBounds.y, thumbBounds.width - 1,               thumbBounds.height - 1);    // draw the inner light line    g.setColor(thumbHighlightColor);    g.drawLine(thumbBounds.x + 1, thumbBounds.y + 1,               thumbBounds.x + thumbBounds.width - 2,               thumbBounds.y + 1);    g.drawLine(thumbBounds.x + 1, thumbBounds.y + 1,               thumbBounds.x + 1,               thumbBounds.y + thumbBounds.height - 2);    // draw the shadow line    UIDefaults def = UIManager.getLookAndFeelDefaults();    g.setColor(def.getColor("ScrollBar.shadow"));    g.drawLine(thumbBounds.x + 1, thumbBounds.y + thumbBounds.height,               thumbBounds.x + thumbBounds.width,               thumbBounds.y + thumbBounds.height);    // draw the pattern    int xOff = 0;    for (int y = thumbBounds.y + 4;         y < (thumbBounds.y + thumbBounds.height - 4); y++)      {        // set color alternating with every line        if ((y % 2) == 0)          g.setColor(thumbHighlightColor);        else          g.setColor(thumbDarkShadowColor);        for (int x = thumbBounds.x + 3 + (xOff);             x < (thumbBounds.x + thumbBounds.width - 3); x = x + 4)          {            g.drawLine(x, y, x, y);          }        // increase x offset        xOff++;        if (xOff > 3)          xOff = 0;      }  }