Ok. Here it is:
Code:
  
float4x4 matWorldViewProj: register(c0);
///////////////////////////////////////////////////
float4 matWorld;
float4 vecViewPos;
///////////////////////////////////////////////////

texture entSkin1;
texture entSkin2;
texture entSkin3;

vector vecSkill41;

float1 mtlSkill1;

struct VS_OUTPUT
{
float4 Pos: POSITION;
float2 texCoord: TEXCOORD0;
float3 eyeLinear: TEXCOORD1;
//////////////////////////////////////////////////////////
float4 fresnel: COLOR0;
//////////////////////////////////////////////////////////
};

VS_OUTPUT VS_p0(float4 Pos: POSITION)
{
VS_OUTPUT Out;

float4 pos = float4(1 * Pos.x, 1 * Pos.y - 1, 1 * Pos.z, 1);
float4 pPos = mul(float4(pos.xyz,1), matWorldViewProj);

Out.Pos = pPos;

Out.texCoord.x = Pos.x * 0.5;
Out.texCoord.y = Pos.z * 0.5;

Out.eyeLinear.x = 0.5 * (pPos.z + pPos.x);
Out.eyeLinear.y = 0.5 * (pPos.z - pPos.y);
Out.eyeLinear.z = pPos.z * 1;
///////////////////////////////////////////////////////
float3 PositionWorld = mul(Pos, matWorld);
float dist=distance(PositionWorld, vecViewPos);

if (dist<=300)
{
Out.fresnel.xyzw=dist*0.005;
}

if (dist>300)
{
Out.fresnel.xyzw=1.0;
}
/////////////////////////////////////////////////////////

return Out;
}

sampler BumpMap = sampler_state
{
texture=(entSkin3);
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
MIPFILTER = LINEAR;
};

sampler RefractionMap = sampler_state
{
texture=(entSkin2);
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
MIPFILTER = LINEAR;
};

sampler ReflectionMap = sampler_state
{
texture=(entSkin1);
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
MIPFILTER = LINEAR;
};

float4 PS_p0( float2 texCoord: TEXCOORD0,float3 eyeLinear: TEXCOORD1, float4 fresnel: COLOR0) : COLOR //////////////
{

// addiere die Geschindigkeit von vecSkill41 hinzu für Wellenbewegung
float2 waterCoord = texCoord.xy * 0.001 * vecSkill41;

// die Bumpmap mit der waterCoord Koordinaten
float4 bump = tex2D(BumpMap, waterCoord) * 2 - 1;
bump = normalize(bump);

float2 mid = eyeLinear.xy / eyeLinear.z + bump.xy * 0.1f ;

// Reflektierte Wasseroberfläche
float4 reflection = tex2D(ReflectionMap, mid);

float4 final=reflection;

///////////////////////////////////////////////////////
float3 watercolor=(0.58,0.65,0.63); //adjust this change water coloring

final.rgb*=watercolor;

final.w=(1*fresnel)*0.8;
////////////////////////////////////////////////////////


// Output
return reflection;
}
technique water
{
pass p1
{
/////////////////////////////////////////////////////////
zwriteenable=false;
zenable=true;
alphablendenable=true;
/////////////////////////////////////////////////////////
VertexShader = compile vs_1_1 VS_p0();
PixelShader = compile ps_2_0 PS_p0();

}
}