How to get position and normal of a point on a plane, which was displaced in vertex shader, using it's UV coordinate?

So, in my project, I have a plane geometry, which is displaced in vertex shader using a height map. After that on CPU part, I want to get position and normal of a point on this plane by it’s UV coordinate.
I’ve found this example in three.js documentation (three.js examples), where spheres are moved on the “water”, using the same approach, but I don’t realy understand how it was implemented there. Could someone explain it for me?