uniform sampler2D _MainTex; void main () { vec4 tmpvar_1; tmpvar_1.xzw = gl_Vertex.xzw; tmpvar_1.y = (gl_Vertex.y + (texture2DLod (_MainTex, gl_MultiTexCoord0.xy, 0.0).x * 2.0)); gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_1); vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = gl_MultiTexCoord0.xy; gl_TexCoord[0] = tmpvar_2; } // stats: 4 alu 1 tex 0 flow // inputs: 2 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 1 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]