VERTEX
uniform float tilt;

void main()
{

	
	gl_TexCoord[0] = gl_MultiTexCoord0 ;

	vec4 p = gl_Vertex;
	p.y += p.x *tilt ;
	gl_Position = gl_ModelViewProjectionMatrix  * p;


}
PIXEL
uniform sampler2D tex;
uniform vec4 alphaCol;

void main()
{
	gl_FragColor =  alphaCol;
	gl_FragColor.a = texture2D(tex,gl_TexCoord[0].st).g ;
}
