uniform sampler2D _MainTex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = gl_Vertex;
  vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.xy = gl_MultiTexCoord0.xy;
  tmpvar_1.y = (gl_Vertex.y + (texture2DLod (_MainTex, tmpvar_2.xy, 0.0).x * 2.0));
  gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_1);
  vec4 tmpvar_3;
  tmpvar_3.zw = vec2(0.0, 0.0);
  tmpvar_3.xy = gl_MultiTexCoord0.xy;
  gl_TexCoord[0] = tmpvar_3;
}

